
Enchanting
Bind magic into weapons, armour and jewellery at an enchanting table.
How it works
- Use an enchanting table with the gear in your bag (take it off first). Choose the piece, then the enchantment.
- Each enchantment needs an Enchanting level and costs materials and runes. It adds its bonus and a name, such as “Iron Sword of Keenness”.
- Gear holds one enchantment at a time. A new one replaces the old one. Gems in its sockets stay where they are.
- Enchanted gear sells for a little more, and keeps its enchantment in the bank and when traded.
Weapons
| Enchantment | Enchanting | Bonus | Costs | XP |
|---|---|---|---|---|
| Keen “of Keenness” | 1 | +3 accuracy | 20 | |
| Swift “of Swiftness” | 12 | +5% attack speed | 45 | |
| Vampiric “of the Vampire” | 25 | +3% of damage dealt heals you | 90 | |
| Storm “of Storms” | 38 | +8% chance to arc to a second foe | 150 | |
| Twinned “of Twinning” | 52 | +6% chance to strike twice | 240 |
Armour (head, body, legs, boots, gloves, cape, off hand)
| Enchantment | Enchanting | Bonus | Costs | XP |
|---|---|---|---|---|
| Warding “of Warding” | 1 | +2% less damage taken | 20 | |
| Vigour “of Vigour” | 15 | +4% max HP | 55 | |
| Thorned “of Thorns” | 30 | +8% of damage taken hurts the attacker | 110 | |
| Bulwark “of the Bulwark” | 45 | +3 defence, +3% less damage taken | 200 |
Jewellery (amulets and rings)
| Enchantment | Enchanting | Bonus | Costs | XP |
|---|---|---|---|---|
| Harvest “of the Harvest” | 10 | +6% gathering speed | 40 | |
| Fortune “of Fortune” | 20 | +4% rare find chance | 80 | |
| Scholar “of the Scholar” | 35 | +3% XP | 140 |