Enchantments

Enchanting Skill Questions and Guide

Written by Darken

This section seems more appropriate for this information on the Enchanting skill:

Enchantment Information that I have confirmed:

What can I enchant?

Enchantment can be used on Metal Armor / Jewelry / Metal Weapons.

How much essence do I need to enchant something?

Amount of Essence needed to enchant an item is as follows: Jewelry - 7 Armor - 3 Weapon - 5

What is the roman numeral I see after the Enchantment?

Enchantment can have a maximum rank of 6, which will show up as VI.

Ranking is as follows: I, II, III, IV, V, VI.

Rank 6 is the highest (VI).

The higher the enchantment the 'better' that enchantment is. Better meaning that either: It will activate more often or be more effective.

Can Enchantments be Stacked?

Short answer, No. If you equip multiple Armor / Jewelry enchantments of the same kind, the effects will NOT stack. It will only give you the benefit of the highest ranking Enchantment. Example, You have water enchantment on your Chainmail Leggings that is Rank II and water enchantment on your Chainmail Tunic that is Rank III, then only the rank III enchantment will take effect. If you have Water Enchantment on Jewelry and Water Enchantment on Armor and Water Enchantment on Weapon, these will all work at the same time!

How to train Enchanting?

You Gain Enchantment skill by using Enchanting on the corpses of Elementals / Wisps or on an Elemental Vortex found at the Spire. You also gain by attempting to enchant items.

How should I train Enchanting?

If you wish to pursue this skill, I recommend to constantly gather essences until you hit 50 Enchanting skill. Once you hit 50 enchanting, you will no longer gain enchanting from using them on elementals / vortexes. You will only gain by enchanting items after 50. So collecting essence until 50 skill is ideal.

How do I enchant something?

Double click the Essence and target a metal weapon / armor/ jewelry.

Why does the item say Unidentified?

When you successfully enchant a weapon item it will have the property name Unidentified. You have to use Item Identify skill to identify the item's property at that point to see what rank you got. Magical items that have enchantments will also come with Unidentified and will need to be Item ID'd to find out what enchant is on it.

Does the metal matter in what I try to enchant?

Yes. Silver is considered the easiest to enchant. Gold is also pretty good. You will notice you will get a better chance at higher rank enchantments with Silver / Gold metals. See below the ranking for easiest to enchant to hardest.

''Silver - Easiest Gold / Quicksilver / Adamantium Orichalcum Steel / Iron / Tin Bronze Copper - Hardest''

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The different enchantments and what they do

Water Essence: Armor = Fortune, gives you 50 luck per enchantment rank. 300 Luck at rank 6 (VI) Weapon = Splashing, chance for Hit Area Cold to proc. 5% chance per rank. 30% chance at rank 6. Jewelry = Flowing, provides enhance potion 15% per rank. At rank 6 you will have 90% enhance potion. This also increases the amount of healing you receive from healing potion.

Fire Essence: Armor = Invigorate, 5% chance per rank when succeeding at an encumberence check (IE not losing stamina due to attacking or moving) to regain 2 stamina (Cap permitting) Weapon = Burning, Additional damage is done. With a rank 2 Burning, when I hit for 19 damage, I would see a '2 damage' burn happen. The burn damage only happens once per attack. The Burning enchantment also converts your damage type to 20% Fire damage. Jewelry = Inner Furnace, increase mana regen while reducing stamina regen (stam regen can't go below 0).

Earth Essence: Armor = Grounded, chance to avoid spell damage. Chance increases based on enchantment rank. Weapon = Erosion, a 20% chance to do a debuff that reduces physical armor by 10% of the current armor. Meaning a player with 60 resist chest will be at 24 resist, not 0 resist at 6 stacks. It can be applied multiple times, the stacks lasting 12 seconds. Each time a new stack is added the 12 second timer is refreshed. Jewelry = Warding, gives +5 to all your resists per rank. 30 resist at Rank 6 (VI).

Air Essence: Armor = Elusive, defense chance increase. The amount increased the higher rank you are. Weapon = Swiftness, Increases attack speed of weapon. Not sure how much increase per rank. Jewelry = Floating, Reduces your weight. Amount of weight reduced based on your enchant rank. I think it's 50 weight per rank.

Dark Essence: Armor = Obfuscation, chance to avoid prayer spell. Chance increases higher the enchantment rank. This will also make you avoid beneficial spells. 5% per rank. Weapon = Disrupting, Hit dispel chance. 5% chance per rank. 30% at rank 6. Jewelry = Deceptive, Counts as further away. I think 1 step further away per each rank. This is good against Archers who have to do an aim check to hit you. So further away = less chance they can hit you.

Light Essence: Armor = Illumination, Increases your chance to Detect Hidden, but also makes you easier to detect. Weapon = Shocking, Hit lightning chance per attack. 5% per rank, 30% at rank 6. Jewelry = Blur, chance to avoid an attack. Not really sure if this is just melee / range weapon attack or includes spells / prayers.

Life Essence: Armor = Shelter, heals some of the damage done to you. 5% chance to activate per rank level. 30% chance to activate at rank 6 Weapon = Tiring, Hit stamina drain. 5% chance per rank. 30% at rank 6. Jewelry = Hungering, when you use a bleed attack, it will heal you for the bleed damage that is done to your opponent. Not sure if this is a 'chance' to heal based on your rank or it always heals or how much healing is done.

Death Essence: Armor = Destruction, Increases your Damage from all Sources by 5% per rank. This includes damage you receive. A rank 6 Destruction enchant will cause you to have 30% damage increase but receive 30% more damage. Also Cleric spells do not get the damage increase buff. Weapon = Condemning, chance to Mortal Strike your opponent. 5% per rank. 30% at rank 6. Jewelry = Terror, Chance to do an intimidation check on opponent when you are struck - Reducing their skill %. The amount of skill loss is 5% multiplied by the rank. So Rank 6 would give 30% skill reduction. The enchantment is not based on your intimidation skill.