Enchanting
Enchanting is a powerful skill which is divided into the following sections within the skill page:
- Scrollcrafting - used to create enchantment scrolls.
- Enchanting - used to apply enchantment scrolls.
- Augmenting - used to improve gear stats.
Contents
Scrollcrafting
Enchantment scrolls are created via scrollcrafting using a scroll, silver, and a variety of runes. Enchantment scrolls can be applied to a piece of gear to provide passive buffs/effects.
You can filter the list of craftable scrolls by applicable gear type by clicking on the various gear icons in the textbox at the top of the Scrollcrafting page.
List of Enchantments
Scroll | Area Affected | Slot | Level | Exp | Silver Amount | Rune Amount | Runes | Effect per scroll | |
---|---|---|---|---|---|---|---|---|---|
Scroll of the Shrimp Lord | Cooking | Gloves, Boots | 1 | 80 | 100 | 10 | Air, Water, Chaos, Nature | Gain a 5% chance per cooking action to gain one Raw Shrimp. | |
Scroll of Weakening | Combat Equipment | Helm, Body, Legs, Weapon, Shield | 4 | 300 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. | |
Scroll of Pyromancy | Cooking, Smithing | Ring, Necklace | 7 | 600 | 100 | 30 | Fire, Water, Nature | Use 10% less heat when Cooking and smithing. | |
Scroll of Healing | Combat | Shield | 10 | 700 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick is increased by 20%, healing from food is increased by 10%. | |
Scroll of Overhealing | Combat | Weapon | 11 | 700 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. | |
Scroll of Cultivation | Farming | Hoe | 12 | 800 | 200 | 30 | Air, Water, Blood | Gain a 1% chance to get a seed back when harvesting. | |
Scroll of Reinforcement | Combat | Helm, Body, Legs | 13 | 800 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12 | |
Scroll of Pungent Bait | Fishing | Tacklebox | 14 | 850 | 200 | 30 | Nature, Water | Increase bait power by 3. | |
Scroll of Destructive Testing | Mining | Pickaxe | 16 | 900 | 200 | 30 | Earth, Fire, Chaos, Mind | Sand, Stone and Clay mined will be destroyed and provide 5 mining experience per piece. | |
Scroll of Nature | Foraging | Hatchet | 19 | 1000 | 300 | 30 | Earth, Water, Nature, Cosmic | Gain a 5% chance to generate a random log or branch every foraging action. | |
Scroll of Root Digging | Foraging | Hatchet | 22 | 1000 | 300 | 30 | Earth, Nature, Cosmic | Gain a chance to find gems while foraging. | |
Scroll of Reinforced Line | Fishing | Tacklebox | 23 | 1250 | 300 | 40 | Water, Earth | Increase reel power by 3. | |
Scroll of the Prospector | Mining | Pickaxe | 25 | 1500 | 300 | 40 | Air, Fire, Cosmic | Increases your chance to find gems while mining by a mysterious amount. | |
Scroll of Accuracy | Combat | Weapon | 28 | 1600 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all 3 styles by 3% multiplicativey. | |
Scroll of Protection | Combat | Helm, Body, Legs | 31 | 1700 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. | |
Scroll of Fishing Magnetism | Fishing | Tacklebox | 33 | 1750 | 400 | 40 | Cosmic, Water, Earth | Increase bonus rarity by 2 and decreases bait and reel power by the same amount. | |
Scroll of Refining | Smithing | Gloves, Boots | 34 | 1800 | 400 | 40 | Air, Earth, Fire, Cosmic | Gain a chance to find gems while smithing. | |
Scroll of the Gold Digger | Farming | Hoe | 36 | 2300 | 500 | 50 | Earth, Nature, Cosmic | Gain a fixed 10% chance per harvested plant to get 1000 Gold Coins. | |
Scroll of Wealth | Gathering and Production skills | Ring, Necklace | 37 | 2300 | 500 | 50 | Nature, Mind, Cosmic | Automatically sell resources for 20% more gold than their vendor value. | |
Scroll of Cooking | Cooking | Gloves, Boots | 40 | 2400 | 500 | 50 | Earth, Fire, Water | Decreases chance to burn food while cooking by 4%. | |
Scroll of Runecrafting | Runecrafting | Gloves, Boots | 43 | 2500 | 500 | 50 | Nature, Mind, Cosmic | Reduces essence used in runecrafting by 5%. | |
Scroll of Inferno | Smithing | Gloves, Boots | 46 | 2600 | 600 | 50 | Earth, Fire, Chaos | Gain a 5% chance per smithing action to complete another smithing action. | |
Scroll of Bait Preservation | Fishing | Tacklebox | 47 | 2800 | 600 | 60 | Chaos, Water, Earth | Increases chance to preserve bait by 4%. | |
Scroll of Naturalist | Gathering Skills | Gloves, Boots | 49 | 3200 | 600 | 60 | Air, Water, Nature, Cosmic | Increase your chance to gain chests while gathering by 20%. | |
Scroll of Critical Strike | Combat | Weapon | 52 | 3300 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. | |
Scroll of Fishing | Fishing | Gloves, Boots | 55 | 3400 | 700 | 60 | Earth, Water, Mind | Increases the fish catch chance by 2.5%. | |
Scroll of Prolonging | Consumables | Gloves, Boots | 58 | 3500 | 700 | 60 | Nature, Mind | Grants 10% more buff stacks from consumables. | |
Scroll of Embers | Foraging | Hatchet | 61 | 4200 | 700 | 70 | Fire, Nature | Gain a 10% chance to instantly burn Logs and Branches for double heat every foraging action. | |
Scroll of Gathering | Gather Skills | Ring, Necklace | 64 | 4300 | 800 | 70 | Earth, Fire, Water, Mind, Cosmic | Gain a 10% chance to find an extra resource while gathering. | |
Scroll of Crafting | Crafting | Gloves, Boots | 67 | 4400 | 800 | 70 | Air, Nature | Each crafted item costs 2% less ingredients. | |
Scroll of Oil Spill | Fishing | Tacklebox | 69 | 4450 | 800 | 70 | Death, Water, Earth | Adds a 7.5% chance to try and extract fish oil from a fish based on the fish's size. There is a chance that fish oil may not be created if the fish is too small. | |
Scroll of Chances | Augumentation | Gloves, Boots | 70 | 4500 | 800 | 70 | Nature, Mind, Cosmic | Increase the chance of a successful augmentation by 1%. | |
Scroll of Deadliest Catch | Fishing | Tacklebox | 71 | 4550 | 900 | 70 | Blood, Water, Earth | Increase bonuses from bait by 5% but decreases the chance of bait preservation by 5%. | |
Scroll of Farming | Farming | Hoe | 72 | 4600 | 900 | 70 | Earth, Water, Nature | Gain a 1% chance to get double yield when harvesting. | |
Scroll of Enlightenment | Runecrafting | Gloves, Boots | 73 | 4600 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. | |
Scroll of Superheating | Mining | Pickaxe | 76 | 5400 | 900 | 80 | Earth, Fire, Cosmic | Gain a 1% chance to instantly smelt an ore into a bar when mining. | |
Scroll of Force | Combat, Equipment | Shield | 79 | 5500 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength | |
Scroll of Recklessness | Combat | Helm, Body, Legs | 81 | 5600 | 1000 | 80 | Blood, Death, Chaos | Additively increases offensive magic, range and melee affinities by 2%, but reduces the respective defensive affinities by the same amount. | |
Scroll of Patience | Combat | Body, Legs | 82 | 5600 | 1000 | 80 | Air, Water, Death | Slower abilities and attacks receive a maximum damage bonus scaling based on attack speed. Scales off of ability speed, capping at 50% increase or decrease. | |
Scroll of Master Chef | Cooking | Ladle | 84 | 5650 | 1000 | 80 | Water, Fire, Earth | Decrease chance to burn food while cooking by 4% of your effective cooking level. (level 99 * 4% = -3.96% burn chance) | |
Scroll of the Treasure Hunter | Combat | Gloves, Boots | 85 | 5700 | 1000 | 80 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. | |
Scroll of the Scholar | All Skills* | Ring, Necklace | 88 | 6500 | 1000 | 90 | Chaos, Mind, Cosmic | Gain 20% more experience, but no items. This does not apply to combat, farming, or crafting. Only works on Mastery experience. | |
Scroll of Fertilizing | Farming | Hoe | 90 | 6600 | 1100 | 90 | Air, Earth, Water, Nature, Cosmic | Gain 1% increased harvest speed. | |
Scroll of Efficiency | Cooking, Smithing | Gloves, Boots | 91 | 6600 | 1100 | 90 | Air, Earth, Fire, Water, Nature | Gain a 1% chance to produce an extra item during Smithing and Cooking. | |
Scroll of Haste | All Skill except Combat | Ring, Necklace | 94 | 7500 | 1100 | 100 | Air, Chaos, Mind, Cosmic | Increases non-combat action speed by 4%. |
Entries marked with an * has a special condition to them, read scroll tool tip to find out more
Chance to Make Scrolls
When a scroll is unlocked, the base chance of creation starts at 40%. With every level after the initial unlock, an additional 4% chance is gained. Mastery levels do not affect the percentage, which means haste scrolls will be capped at 60% success chance.
The Scroll of Chances enchantment does not increase the success chance of crafting scrolls. When the crafting of a scroll fails, all ingredients used to make it are lost.
Scroll Efficiency
Scroll | Level | Exp | Ingredients | Ingredients Cost | Cost/EXP | Scroll Price | Profit |
---|---|---|---|---|---|---|---|
Scroll of the Shrimp Lord | 1 | 80 | 1 Scroll 10 Nature Rune 10 Chaos Rune 10 Water Rune 10 Air Rune 100 Silver |
134,110 | 1,676.38 | 500,000 | 365,890 |
Scroll of Gathering | 64 | 4300 | 1 Scroll 70 Cosmic Rune 70 Mind Rune 70 Water Rune 70 Fire Rune 70 Earth Rune 800 Silver |
801,610 | 186.42 | 1,740,300 | 938,690 |
- All gold prices are based on daily updated market prices.
- Not all scrolls are often or ever bought.
- Cost/EXP is calculated as [All Ingredients Market Cost] / EXP
Notes
There are some important things to keep in mind before enchanting equipment:
- Only one kind of enchantment can be active per equipment piece. Adding a new enchantment of a different type will overwrite the previous enchantment.
- Overwriting an enchantment does not refund the previous enchantment scroll.
- The same enchantments do not stack over different equipment.
- Multiple scrolls of the same enchantment can be added to a single piece of equipment to increase its effect.
- Adding enchantments to gear will give you mind essence based on how many scrolls you add.
Enchanting
Enchanting allows you to use your enchantment scrolls to give your item new properties.
This process has a 100% success rate and cannot fail. Applying new scrolls with a different effect to an item with an existing enchantment overwrites the old one.
Not all enchantments can be applied to all equipment; enchantments exclusively related to farming, for example, can only be applied to a hoe. In addition, only a single type of enchantment can be applied to any piece of gear at any time; a helm's enchantment slots cannot have some attributed to reckless and others attributed to protection.
Different tiers of equipment have a different number of enchantment slots available; from bronze with only a single slot, to stygian with six. Exceedingly rare items, such as the moss maul, can hold up to eight enchantments. To see how many slots any given item has, check the Equipment page.
Augmenting
WARNING: If you fail while augmenting an item, it will be destroyed!
Augmenting allows players to increase the base stats of a piece of gear. This process has a chance to fail. If it succeeds, the base stats of the item will increase by a small amount. If not, it will be destroyed, as will the items needed to augment the gear.
Almost all items have no limit to the number of augmentations. However, the chance of failure will progressively increase with each level of augmentation. (See the augmentation calculator on Useful Stuff for more information). It is recommended to stop augmenting once the success rate gets too low for comfort.
Exceptions to the above include the Ocean's Embrace, which caps at +10 and Elite Scrolls, which cap at +20.
Exactly which stats are improved depends on the item. Augmenting bronze armor, for example, increases all defensive stats by 0.5 per augmentation level, while augmenting pickaxes increases their mining level bonus, and subsequently their mining speed. To see a full augmentation bonus list, check the equipment page.
Augmenting an item has a material cost. This is generally about 10% of the item's crafting cost, but it varies from item to item.
Augmenting chance can be increased via the Scroll of Chances enchantment. As well as through a global Shrine buff.
List of Augment Upgrades
Augmenting Success Formula
The chance of an augmentation succeeding is calculated by the formula:
Where L is effective enchanting level, a is the target augmentation level, and c is level of the chances buff.
Augment experience per tier/+
This table is accurate for all equipment in their respective tier/amount of scroll slots.
The experience gained from augmentation is calculated by the following formula:
Soulbinding
To soulbind an item, you click on it in your inventory and thereafter chose the soulbind option. The item must be below augment +3, for it to be soulbound.
When you soulbind an item, the item start to get experience and levels when it is in use. You are able to augment soulbound items up to their respective item level with a 100% chance, as long as your effective enchanting level is high enough. Soulbinding therefore allows for risk-free augmentation.
Every 3 levels requires an additional base item, see the below table.
Base items required | Augment |
---|---|
1 | 3 → 4 |
2 | 6 → 7 |
3 | 9 → 10 |
4 | 12 → 13 |
5 | 15 → 16 |
6 | 18 → 19 |
For every enchanting mastery level the augmentation cost decreases by 1% for soulbound items:
Changes
- 20 July - Update v0.6.6.2 - adjusted the acquisition rate of some augmenting secrets
Skills (Experience Table) | |
---|---|
Gathering | |
Production | |
Magic | |
Combat |
Attack • Strength • Defense • Constitution |