Enchanting
Enchanting is the half of crafting that touches gear you already own. An enchantment recipe takes a piece of equipment plus refined materials and gives it back with a bonus attribute rolled onto it. There are 162 gear recipes across weapons, armour, shields, amulets and items.
How an enchant resolves
- Bring the gear and the materials. Enchanting runs at the crafting station, same as any recipe. The forge window lists every recipe, what it needs, and how much of it you are carrying.
- Meet the mastery requirement. Below it the station refuses outright and nothing is consumed.
- The roll. Success chance is the recipe's own chance plus half your crafting mastery. On failure some materials break — mastery improves the odds each one survives.
- The bonus. On success the recipe rolls one of its listed attributes. You do not choose it; recipes that can roll several show the whole range in the forge window.
- Upgrading. Some enchantments accept a second pass at a higher tier. Feeding the higher tier costs double the ingredients.
Tiers and quality
Enchanted gear carries a quality grade, and the client draws a coloured frame around the item to match — the higher the grade, the richer the frame. Grade rises with the tier of the recipe, so the same base sword can end up plain or radiant depending on what was used to enchant it.
Attributes an enchant can roll
X is the rolled amount, which scales with the recipe tier and your mastery. Bonuses stack across your ten equipment slots, up to a per-stat cap.
| Attribute | Effect |
|---|---|
| Mana regeneration | X mana regeneration |
| Health regeneration | X health regeneration |
| Dodge (physical) | X% to dodge physical attack |
| Repel (magical) | X% to dodge magical attack |
| Speed | X levels to movements speed |
| Armor | X armor |
| Resistance | X resistance |
| Health | X health points |
| Mana | X mana points |
| Critical strike | X% chance to deal critical strike |
| Stun | X% chance to stun your opponent |
| Lifesteal | X% to lifesteal |
| Sharpness | X attack to the weapon |
| Bounce | X% chance for a multiple attack |
| Attack bonus | X to attack % bonus |
| Defense bonus | X to defense % bonus |
| Healing bonus | X to healing % bonus |
| Guardian | Revives you upon a death |
| Immunity | Active ability to make you immune for X milliseconds. |
| Melee skill | X melee skills |
| Distance skill | X distance skills |
| Magic level | X magic levels |
What a tier is worth
Rough ranges, not exact numbers — the recipe decides the roll and each tier has its own family of recipes. A dash means no recipe in that band rolls the attribute at all, which is itself part of the difference: several of the strongest bonuses only appear on high-tier gear.
| Attribute | Tier 3–5 | Tier 6–7 | Tier 8–10 |
|---|---|---|---|
| Armor | — | — | 4–30 |
| Attack bonus | — | 5–8 | 8–16 |
| Bounce | 7–10 | 10–15 | 16–30 |
| Critical strike | 3–6 | 6–8 | 10–20 |
| Defense bonus | 3–4 | 5–12 | 9–15 |
| Distance skill | 5–6 | 7–10 | 10–30 |
| Dodge (physical) | — | — | 1–4 |
| Guardian | 1500 | 1500–2000 | 2000–3000 |
| Healing bonus | — | 5–11 | 11–20 |
| Health | — | 175–550 | 550–1000 |
| Health regeneration | 55 | 60–125 | 100–400 |
| Lifesteal | 5–10 | 10–14 | 15–35 |
| Magic level | — | 2–5 | 5 |
| Mana | 65–100 | 100–500 | 500–1200 |
| Mana regeneration | 40 | 40–150 | 225–550 |
| Melee skill | — | 6–20 | — |
| Repel (magical) | — | — | 1–4 |
| Resistance | 5–7 | 7–15 | 15–35 |
| Speed | 20–40 | 40–50 | 50–200 |
| Stun | 5–7 | 7–9 | 10 |
Percentage-based bonuses (critical, lifesteal, dodge, bounce) stay small on purpose — they stack across ten slots and are capped. Flat pools like health and mana are where the tiers separate hardest.
Where the materials come from
Enchantment recipes ask for refined materials, not raw ones. Everything they need is made on the refining ladder — check it before hunting for a drop that does not exist.