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 |
---|---|---|---|---|---|---|---|---|
Cooking | Gloves, Boots | 1 | 80 | 100 | 10 | Air, Water, Chaos, Nature | Gain a 5% chance per cooking action to gain one Raw Shrimp. | |
Combat Equipment | Helm, Body, Legs, Weapon, Shield | 4 | 300 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. | |
Cooking, Smithing | Ring, Necklace | 7 | 600 | 100 | 30 | Fire, Water, Nature | Use 10% less heat when Cooking and smithing. | |
Combat | Shield | 10 | 700 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick is increased by 20%, healing from food is increased by 10%. | |
Combat | Weapon | 11 | 700 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. | |
Farming | Hoe | 12 | 800 | 200 | 30 | Air, Water, Blood | Gain a 1% chance to get a seed back when harvesting. | |
Combat | Helm, Body, Legs | 13 | 800 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12 | |
Fishing | Tacklebox | 14 | 850 | 200 | 30 | Nature, Water | Increase bait power by 3. | |
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. | |
Foraging | Hatchet | 19 | 1000 | 300 | 30 | Earth, Water, Nature, Cosmic | Gain a 5% chance to generate a random log or branch every foraging action. | |
Foraging | Hatchet | 22 | 1000 | 300 | 30 | Earth, Nature, Cosmic | Gain a chance to find gems while foraging. | |
Fishing | Tacklebox | 23 | 1250 | 300 | 40 | Water, Earth | Increase reel power by 3. | |
Mining | Pickaxe | 25 | 1500 | 300 | 40 | Air, Fire, Cosmic | Increases your chance to find gems while mining by a mysterious amount. | |
Combat | Weapon | 28 | 1600 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all 3 styles by 3% multiplicativey. | |
Combat | Helm, Body, Legs | 31 | 1700 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. | |
Fishing | Tacklebox | 33 | 1750 | 400 | 40 | Cosmic, Water, Earth | Increase bonus rarity by 2 and decreases bait and reel power by the same amount. | |
Smithing | Gloves, Boots | 34 | 1800 | 400 | 40 | Air, Earth, Fire, Cosmic | Gain a chance to find gems while smithing. | |
Farming | Hoe | 36 | 2300 | 500 | 50 | Earth, Nature, Cosmic | Gain a fixed 10% chance per harvested plant to get 1000 Gold Coins. | |
Gathering and Production skills | Ring, Necklace | 37 | 2300 | 500 | 50 | Nature, Mind, Cosmic | Automatically sell resources for 20% more gold than their vendor value. | |
Cooking | Gloves, Boots | 40 | 2400 | 500 | 50 | Earth, Fire, Water | Decreases chance to burn food while cooking by 4%. | |
Runecrafting | Gloves, Boots | 43 | 2500 | 500 | 50 | Nature, Mind, Cosmic | Reduces essence used in runecrafting by 5%. | |
Smithing | Gloves, Boots | 46 | 2600 | 600 | 50 | Earth, Fire, Chaos | Gain a 5% chance per smithing action to complete another smithing action. | |
Fishing | Tacklebox | 47 | 2800 | 600 | 60 | Chaos, Water, Earth | Increases chance to preserve bait by 4%. | |
Gathering Skills | Gloves, Boots | 49 | 3200 | 600 | 60 | Air, Water, Nature, Cosmic | Increase your chance to gain chests while gathering by 20%. | |
Combat | Weapon | 52 | 3300 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. | |
Fishing | Gloves, Boots | 55 | 3400 | 700 | 60 | Earth, Water, Mind | Increases the fish catch chance by 2.5%. | |
Consumables | Gloves, Boots | 58 | 3500 | 700 | 60 | Nature, Mind | Grants 10% more buff stacks from consumables. | |
Foraging | Hatchet | 61 | 4200 | 700 | 70 | Fire, Nature | Gain a 10% chance to instantly burn Logs and Branches for double heat every foraging action. | |
Gather Skills | Ring, Necklace | 64 | 4300 | 800 | 70 | Earth, Fire, Water, Mind, Cosmic | Gain a 10% chance to find an extra resource while gathering. | |
Crafting | Gloves, Boots | 67 | 4400 | 800 | 70 | Air, Nature | Each crafted item costs 2% less ingredients. | |
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. | |
Augumentation | Gloves, Boots | 70 | 4500 | 800 | 70 | Nature, Mind, Cosmic | Increase the chance of a successful augmentation by 1%. | |
Fishing | Tacklebox | 71 | 4550 | 900 | 70 | Blood, Water, Earth | Increase bonuses from bait by 5% but decreases the chance of bait preservation by 5%. | |
Farming | Hoe | 72 | 4600 | 900 | 70 | Earth, Water, Nature | Gain a 1% chance to get double yield when harvesting. | |
Runecrafting | Gloves, Boots | 73 | 4600 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. | |
Mining | Pickaxe | 76 | 5400 | 900 | 80 | Earth, Fire, Cosmic | Gain a 1% chance to instantly smelt an ore into a bar when mining. | |
Combat, Equipment | Shield | 79 | 5500 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength | |
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. | |
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. | |
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) | |
Combat | Gloves, Boots | 85 | 5700 | 1000 | 80 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. | |
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. | |
Farming | Hoe | 90 | 6600 | 1100 | 90 | Air, Earth, Water, Nature, Cosmic | Gain 1% increased harvest speed. | |
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. | |
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.
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.
- See Skilling Efficiency#Scrollcrafting for a table on gold to exp efficiency.
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) | |
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Gathering | |
Production | |
Magic | |
Combat |
Attack • Strength • Defense • Constitution |