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Enchanting & Crafting

How special properties get onto gear: the Enchanting Table, Enhancement Scrolls, and crafting with or without runic tools. For what each property does and its limits, see Gear Properties.

Enchanting Table

Stand within 3 tiles of an Enchanting Table and target an item in your backpack. A window lists every property that item type can take.

What can be enchanted: weapons, armor, spellbooks and mage staves.

What can't:

  • artifacts,
  • newbied items,
  • insured items (remove the insurance first),
  • blessed items, unless the blessing comes from an active Item Bless Deed.

Cost per point

Each +1 costs:

Cost
Gold 500 (taken from your backpack, then your bank)
Arcane Dust 25
Imbuing material 1 (it depends on the property, e.g. Fire Ruby for Weapon Damage, Daemon Claw for Savagery)
  • Total mode raises a property straight to its max in one click. It costs the same as raising it one point at a time.
  • Lowering a property costs 500 gold per point, and you get nothing back.
  • You can only add a new property if the item is under its property limit (3, or 4 for crafted items that came out with 4).
  • Attack Speed, Accuracy, Life Leech, Area Damage, Lower Reagent Cost and Lower Mana Cost can only be enchanted while you're in Felucca.
  • The table can't go above a property's item max. Going over that takes an Enhancement Scroll (below).

Enhancement Scrolls

Enhancement Scrolls come in four kinds: Weapon, Armor, Spellbook (also mage staves) and Shepherd's Crook. Each one is for a single property.

  • A scroll adds +1 to its property.
  • Scrolls can push a property past its item max ("overcap") by 5% of the max, and always by at least +1.
    • Example: a property capped at 20 can be scrolled to 21.
  • They follow the same item rules as the table: no artifacts, and blessed items only under an Item Bless Deed.
  • They can only add a new property if the item has fewer than 3 special properties.
  • Scrolls of the same kind and property stack.

Scrolls drop from treasure chests, waterstained chests and other loot. Specific-property scrolls also exist as rewards.

Degradation

Only the overcap part degrades. Anything at or below a property's item max is safe.

When you use an overcapped item, there's a chance it loses 1 point of one overcapped property:

  • Weapons when you fight, armor when you're hit, spellbooks when you cast, crooks when your pets fight.
  • Harvesting and crafting can wear down Harvesting Luck and Crafting Luck. Opening treasure chests can wear down luck properties.
  • There's a cooldown between two degradations (set by staff).

Ways to protect it:

Protection Effect
Arms Lore Chance to stop it: Arms Lore / 480 (25% at 120)
Overcharge charges Each charge absorbs one degradation. Separate charges for weapons, armor and spellbooks.
Domination Fortification buff Extra chance to stop it (VvV)

You get overcharge charges by turning in Enhancement Scrolls (1 charge per scroll, matching type) or from an Overcharging Token (+5 of each type).

Crafting

Crafted weapons, armor, spellbooks and mage staves roll special properties when made. Artifacts never do.

Quality

Step Chance
Exceptional Normal crafting rules
Exceptional → Mastercrafted Arms Lore above 50 (up to 7% at 120) + crafting skill above 90 (up to 8% at 120) + Artisan mastery (up to about 15%) + 15% with a runic tool

Mastercrafted items get extra properties (see below). Your crafting message tells you your Mastercrafted chance.

Artifacts you craft can still turn Exceptional: +1% per point of Arms Lore and crafting skill above 100, plus Artisan.

Durability

Crafted weapons and armor get 50–75 HP, plus:

  • +20 Exceptional or +40 Mastercrafted,
  • +1 per Artisan level,
  • +1 per 10 Arms Lore,
  • +10 / 25 / 40 / 60 / 80 for Durable / Substantial / Massive / Fortified / Indestructible.

The total is capped at 255.

Weapons

Arms Lore adds Damage Increase: +1 per 12.5 skill (8 at 100, 9 at 120).

Colored metal or wood (no runic) gives a durability level:

Durability Metals / woods
Durable Dull Copper, Shadow Iron, Oak, Ash
Substantial Copper, Bronze, Yew
Massive Gold, Agapite, Heartwood
Fortified Verite, Valorite, Bloodwood
Indestructible Azurite, Frostwood

Special properties:

Tool Properties Value
Regular tool 1 (2 if Mastercrafted) Random, up to the property's item max
Runic tool the runic's attribute count − 1, between 1 and 3 Random, up to the item max

Runic tools and Mastercrafted weapons also get a random slayer: Exorcism, Troll Slaughter, Arachnid Doom, Dragon Slaying, Repond, Elemental Ban or Ogre Trashing.

Runic levels (the runic must match the material):

Runic Durability Damage Accuracy
Dull Copper / Oak Durable — Accurate
Shadow Iron / Ash Durable Ruin —
Copper / Yew Fortified Ruin Surpassingly
Bronze / Heartwood Fortified Might Surpassingly
Gold / Bloodwood Indestructible Force Eminently
Agapite / Frostwood Indestructible Power Eminently
Verite Indestructible Power Exceedingly
Valorite Indestructible Vanquishing Exceedingly
Azurite Indestructible Vanquishing Supremely

Shepherd's Crooks roll from the crook property list instead.

Mage staves

Staves roll spellbook properties. The wood sets the strength (a % of each property's max) and the count:

Wood Regular tool Runic tool
Oak 15%, 1 property 40%, 1
Ash 25%, 1 55%, 1
Yew 35%, 1 65%, 1–2
Heartwood 50%, 1–2 75%, 2–3
Bloodwood 65%, 1–2 (2–3 Mastercrafted) 80–100%, 3
Frostwood 80%, 2–3 (3 Mastercrafted) 80–100%, 3–4

Armor

Regular tool: 2 properties (3 if Mastercrafted), each 1–5.

Runic tool (must match the material):

  • Properties: the runic's attribute count − 1, between 1 and 3, each 1–5.
  • Exceptional or Mastercrafted pieces also get protection and durability levels:
Runic Protection Durability
Dull Copper, Spined, Oak Defense Durable
Shadow Iron Defense Substantial
Copper, Horned, Ash Guarding Substantial
Bronze, Yew Guarding Massive
Gold, Barbed, Heartwood Hardening Massive
Agapite, Bloodwood Hardening Fortified
Verite, Scaled, Frostwood Fortification Fortified
Valorite Fortification Indestructible
Azurite Invulnerability Indestructible

Runic tool tiers

A better runic mainly gives more properties (and better protection, damage and durability levels). It barely changes the property values themselves.

Runic Attributes Intensity
Dull Copper 1–2 10–35
Shadow Iron 2 20–45
Copper 2–3 25–50
Bronze 3 30–65
Gold 3–4 35–75
Agapite 3–4 40–80
Verite 3–5 45–90
Valorite 4–5 50–100
Azurite 4–5 80–100
Spined 1–3 20–40
Horned 3–4 30–70
Barbed 3–5 40–100
Scaled 4–5 70–100
Oak 1–2 1–50
Ash 2–3 35–75
Yew 2–3 40–90
Heartwood 2–4 50–100
Bloodwood / Frostwood 3–4 50–100

Spellbooks

Inscribed spellbooks roll spellbook properties based on your Magery + Inscription:

Magery + Inscription Properties
under 150 1–2
150+ 2–3
175+ 2–4
200+ 3–4
  • Strength = (Magery + Inscription) / 235, max 100% of each property's range (reached at 235).
  • Half the time, one of the properties is a summon-spell property. A book never gets more than one.
  • Crafted books also get a random slayer and 100 durability.