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

  1. Take the gear off, so it's in your bag.
  2. Bring the materials and runes the enchantment needs.
  3. 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.