Enchanting
Give a weapon, a piece of armour or some jewellery a lasting bonus at an enchanting table.
Enchanting is a production skill. Every enchantment, with its numbers and costs, is on the Enchanting page.
Where
There are enchanting tables in Mirela's Arcana in Brookhollow and in Highmoor.
How
- Take the gear off, so it's in your bag.
- Bring the materials and runes the enchantment needs.
- Use the table, choose the piece of gear, then the enchantment.
The gear gets the bonus and a new name, such as Iron Sword of Keenness.
The rules
- One enchantment per piece. A new enchantment replaces the old one.
- Gems stay in. Enchanting doesn't touch the gems in sockets.
- Three kinds: weapon enchantments go on weapons; armour enchantments on helmets, body armour, legs, boots and shields; jewellery enchantments on amulets and rings.
- Enchanted gear sells for a little more, and keeps its enchantment in the bank and when traded.
Good first enchantments
- Keen (level 1, weapons): +3 accuracy.
- Warding (level 1, armour): 2% less damage taken.
- Harvest (level 10, jewellery): 6% faster gathering.
- Swift (level 12, weapons): 5% faster attacks.
Higher up, Vampiric, Storm and Twinned weapons heal you, arc to a second foe or strike twice.