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Enchantment

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Enchantment
Enchantment icon.png

There are 3 things in-game that all have the name Enchantment:

  • Enchantment is the name of the recipe that is used to Enchant an item at the Alchemy Station.
  • Enchantment is the name of the second level Alchemy skill. In this wiki, the Enchantment skill is referred to as Enchantment Proficiency to help distinguish it from the Enchantment recipe.
  • Alchemy Enchantment is the name of a bonus effect that will temporarily increase your overall Enchantment success (the overall Enchantment success is determined by your Enchantment Proficiency skill level plus any Alchemy Enchantment bonuses). For items that apply this bonus, see Alchemy Enchantment.

Alchemy Enchantment Bonus[edit]

This is a bonus that increases the success of Enchantment.

See Alchemy Enchantment for details on this bonus and which items apply this bonus.

Enchantment Skills[edit]

In game, the main Enchant skill is called "Enchantment"; however, in this wiki, the Enchantment skill is referred to as Enchantment Proficiency to help distinguish it from the Enchantment recipe.

You must have the Enchantment skill learned in order to Enchant an item. This skill can be learned from a Crafting Trainer when you reach Alchemy Proficiency level 40 or higher.

The Enchantment skill level is used to determine the enchant success rate: raising the level of the Enchantment skill level will increase the chance of successfully enchanting an item.

For more details, see Enchantment Proficiency.

The Enchantment process also takes into account other alchemy skills:

  • Weapon Enchantment - this skill applies to enchantment of a Weapon, Offhand item, Shield, Ring, or Necklace. A higher level of this skill will result in a greater enchantment bonus applied to the item and will unlock more options.
  • Armor Enchantment - this skill applies to enchantment of Armor (except a Shield), Back Slot items, and Belt items. A higher level of this skill will result in a greater enchantment bonus applied to the item and will unlock more options.
  • Alchemy Mastery - this skill applies to any enchantment, and increases the chance that you can revise the enchant options that you are presented with (i.e. it increases the likelihood that you can "re-roll" for a new set of enchantment options).
Alchemy Skill Applies to Effect
Enchantment Any enchantable item Increases the chance of successful Enchant
Weapon Enchantment Weapons, Offhand items, Shields, Rings, Necklaces Increases the power of enchant effects & unlocks more options
Armor Enchantment Armor (except Shields), Back Slot items, Belt items Increases the power of enchant effects & unlocks more options
Alchemy Mastery Any enchantable item Increases the chance that you can revise the enchant options

Enchantment Recipe & Enchanting an Item[edit]

Enchanting an item will apply a bonus effect on the item (see below for a list of bonus effects). You can place a maximum of successful 5 enchants on an item (provided the item has enough durability); however, there is no limit to the number of enchant failures an item can have. Once a specific enchant bonus is placed on an item, it will not be offered again on subsequent attempts to enchant the item. With each successful enchant, the success rate of the subsequent enchants on that item will decline.

A successful enchant will lower the item's durability by various amounts (except when the enchantment is Durability Effectiveness). An unsuccessful enchant will also lower the item's durability. An item with 30 or less durability cannot be enchanted.

The following items can be enchanted when their Durability is more than 30:

The following items cannot be Enchanted:

To maximize your chance of successfully enchanting an item:


Recipe[edit]

Crafting the Alchemy recipe Enchantment
Hover your mouse over items or click on them for details.

Required Skill
Alchemy 1

Teachable

Ingredients
Mortar and Pestle Mortar and Pestle x 1
Crafted Equipable Crafted Equipable x 1
Mandrake Root Mandrake Root x 10
Gold Ingot Gold Ingot x 5

Creates
Enchanted Equipable Enchanted Equipable x 1

Lastseen: R105
Mortar and PestleCrafted EquipableMandrake RootGold Ingot

Bonus Effects Applied by Enchantment[edit]

Enchantment Bonus Durability Cost Equipment Item
Enchantment
Weapon Enchantment (Weapon, Offhand item, Shield, Ring, Necklace)
Armor Enchantment (Armor except Shield, Back Slot Item, Belt)
Chest and Leg Armor / One-Handed Weapons / Shield
Dexterity (+2) +7.2 Dexterity -20 Maximum Durability All
Major Dexterity (+3) +10.8 Dexterity -28 Maximum Durability All
Durable (+3) +9% Armor Durability Effectiveness None Chest, Leg
Durable (+3) +9% Weapon Durability Effectiveness None One-handed Weapon, Shield
Focus (+2) +35.8 Focus -20 Maximum Durability All
Major Focus (+3) +53.8 Focus -28 Maximum Durability All
Health (+2) +35.8 Health -20 Maximum Durability All
Major Health +53.8 Health -28 Maximum Durability All
Intelligence (+2) +7.2 Intelligence -20 Maximum Durability All
Major Intelligence (+3) +10.8 Intelligence -28 Maximum Durability All
Strength (+2) +7.2 Strength -20 Maximum Durability All
Major Strength (+2) +10.8 Strength -28 Maximum Durability All
Boots / Gloves / Helms / Rings / Necklace
Dexterity (+2) +3.6 Dexterity -10 Maximum Durability All
Major Dexterity (+3) +5.4 Dexterity -14 Maximum Durability All
Durable (+3) +4.5% Armor Durability Effectiveness None Boot, Glove, Helm
Durable (+3) +4.5% Weapon Durability Effectiveness None Ring, Necklace
Focus (+2) +17.9 Focus -10 Maximum Durability All
Major Focus (+3) +26.9 Focus -14 Maximum Durability All
Health (+2) +17.9 Health -10 Maximum Durability All
Major Health +26.9 Health -14 Maximum Durability All
Intelligence (+2) +3.6 Intelligence -10 Maximum Durability All
Major Intelligence (+3) +5.4 Intelligence -14 Maximum Durability All
Strength (+2) +3.6 Strength -10 Maximum Durability All
Major Strength (+2) +5.4 Strength -14 Maximum Durability All
Two-handed Weapons
Heavyweight Dexterity (+2) +14.3 Dexterity -40 Maximum Durability All
Heavyweight Major Dexterity (+3) +21.5 Dexterity -55 Maximum Durability All
Heavyweight Durable (+3) +17.9% Weapon Durability Effectiveness None All
Heavyweight Focus (+2) +71.7 Focus -40 Maximum Durability All
Heavyweight Major Focus (+3) +107.5 Focus -55 Maximum Durability All
Heavyweight Health (+2) +71.7 Health -40 Maximum Durability All
Heavyweight Major Health +107.5 Health -55 Maximum Durability All
Heavyweight Intelligence (+2) +14.3 Intelligence -40 Maximum Durability All
Heavyweight Major Intelligence (+3) +21.5 Intelligence -55 Maximum Durability All
Heavyweight Strength (+2) +14.3 Strength -40 Maximum Durability All
Heavyweight Major Strength (+2) +21.5 Strength -55 Maximum Durability All
Belts / Backpacks / Cloaks / Quivers / Wings
Minor Dexterity (+1) +3.6 Dexterity -10 Maximum Durability All
Dexterity (+2) +7.2 Dexterity -20 Maximum Durability All
Major Dexterity (+3) +10.8 Dexterity -28 Maximum Durability All
Durable (+3) +9% Armor Durability Effectiveness None Backpacks, Cloaks, Quivers, Wings
Minor Focus (+1) +17.9 Focus -10 Maximum Durability All
Focus (+2) +35.8 Focus -20 Maximum Durability All
Major Focus (+3) +53.8 Focus -28 Maximum Durability All
Minor Health (+1) +17.9 Health -10 Maximum Durability All
Health (+2) +35.8 Health -20 Maximum Durability All
Major Health +53.8 Health -28 Maximum Durability All
Minor Intelligence (+1) +3.6 Intelligence -10 Maximum Durability All
Minor Strength (+1) +3.6 Strength -10 Maximum Durability All
Strength (+2) +7.2 Strength -20 Maximum Durability All
Major Strength (+2) +10.8 Strength -28 Maximum Durability All
  • Values shown are first time Enchant with Weapon Enchant and Armor Enchant skills at 199.
  • Each successive Enchantment increases these values slightly (Minor Strength applied as a fifth Enchantment will be stronger than if it's applied first, for instance). Unlike Masterworking, this rule also applies to the Durability Enchantment, which gives a higher percentage if applied in later enchantments.

Bonus Effects Applied by Enchantment of Items Socketed with a Gem/Jewel[edit]

  • When you socket a specific Gem or Jewel on a piece of equipment, a set of specific enchantments have a chance to be placed on the item along with the enchantments listed above, per item. These enchantments will only be available if the piece of equipment has a specific Gem or Jewel socketed on the item, and is different depending on the equipment piece.
  • These gem socketed specific effects do NOT work on Ranged Weapons.
Enchantment Bonus Durability Cost Equipment Item
Enchantment
Weapon Enchantment and Armor Enchantment skills
Atenism Gem - Atenism Ward Gem (Sun - Garnet)
Moon Resistance (+3) +17.9 Moon Resistance 0 Chest
Sun Attunement (+3) +17.9 Sun Attunement 0 Wands
Heavyweight Sun Attunement (+3) +35.8 Sun Attunement 0 Staves
Sunlight (+3) Adds a light effect to the item when equipped. -40 Maximum Durability Chest
Sun Strength (+3) On Hit (5%): Strength Bonus at Day. -40 Maximum Durability Chest
Solar Flare Power (+3) +26.9% Solar Flare Damage -30 Maximum Durability Chest
Blind (+3) On Hit (10): Blind -40 Maximum Durability Weapon
Blistering Ray (+3) On Hit (10%): Blistering Ray -40 Maximum Durability Weapon
Atenism Jewel - Atenism Ward Jewel (Sun - Garnet)
Sun Strength Chance (+3) +1.8% Sun Strength Chance -15 Maximum Durability Necklace, Ring
Blistering Ray Power (+3) +22.4% Blistering Ray Damage -15 Maximum Durability Necklace, Ring
Chaos Gem - Chaos Ward Gem (Chaos - Obsidian Chip)
Chaos Bolt Power (+3) +17.9% Chaos Bolt Damage -30 Maximum Durability One-handed Weapon
Heavyweight Chaos Bolt Power (+3) +35.8% Chaos Bolt Damage -55 Maximum Durability Two-handed Weapon
Magic Resistance (+3) +6.3 Magic Resistance 0 Chest
Tabula Rasa Range (+3) +35.8% Tabula Rasa Range -30 Maximum Durability Chest
Torpid Torment Focus Damage Rate (+3) +14.3% Torpid Torment Focus Damage Rate -30 Maximum Durability Weapon
Torpid Torment Range (+3) +26.9% Torpid Torment Range -30 Maximum Durability Chest
Chaos Jewel - Chaos Ward Jewel (Chaos - Obsidian Chip)
Summon Daemon Power (+3) +9 Summon Daemon Power -15 Maximum Durability Necklace, Ring
Gaiaism Gem - Gaiaism Ward Gem (Earth - Emerald)
Air Resistance (+3) +17.9% Air Resistance 0 Chest
Earth Attunement (+3) +17.9 Earth Attunement 0 Wands
Heavyweight Earth Attunement (+3) +35.8 Earth Attunement 0 Staves
Stone Arrow Strength Power (+3) +26.98% Stone Arrow Strength Bonus -30 Maximum Durability One-handed Weapon
Heavyweight Stone Arrow Strength Power (+3) +53.8% Stone Arrow Strength Bonus -40 Maximum Durability Two-handed Weapon
Strength of Earth Power (+3) +26.9% Strength of Earth Power -30 Maximum Durability Chest
Tremor (+3) On Hit (10%): Tremor -40 Maximum Durability All Weapons
Weapon Power (+3) On Hit (5%): Weapon Strength Damage -40 Maximum Durability Chest
Gaiaism Jewel - Gaiaism Ward Jewel (Earth - Emerald)
Root Range (+3) +0.9 Root Range -15 Maximum Durability Necklace, Ring
Tremor Power (+3) +13.4% Tremor Damage -15 Maximum Durability Necklace, Ring
Lunaism Gem - Lunaism Ward Gem (Moon - Amethyst)
Deadly Night (+3) On Hit (5%): Critical Bonus at Night -40 Maximum Durability Chest
Moon Attunement (+3) +17.9 Moon Attunement 0 Wands
Heavyweight Moon Attunement (+3) +35.8 Moon Attunement 0 Staves
Moonlight (+3) Adds a light effect to the item when equipped. -20 Maximum Durability Chest
Night Step Range (+3) +13.4% Night Step Range -30 Maximum Durability One-handed Weapon
Heavyweight Night Step Range (+3) +26.9% Night Step Range -55 Maximum Durability Two-handed Weapon
Shadow Form Length (+3) +26.9% Shadow Form Length -30 Maximum Durability One-handed Weapon
Heavyweight Shadow Form Length (+3) +53.8% Shadow Form Length -55 Maximum Durability Two-handed Weapon
Sun Resistance (+3) +17.9 Sun Resistance 0 Chest
Lunaism Jewel (Moon - Amethyst)
Deadly Night Chance (+3) +1.8% Deadly Night Chance -15 Maximum Durability Necklace, Ring
Deadly Night Power (+3) +9% Deadly Night Power -15 Maximum Durability Necklace, Ring
Necromancy Gem - Necromancy Ward Gem (Death - Onyx)
Corpse Explosion Power (+3) +35.8% Corpse Explosion Damage -30 Maximum Durability Chest
Death Attunement (+3) +17.9 Death Attunement 0 Wands
Heavyweight Death Attunement (+3) +35.8 Death Attunement 0 Staves
Death Ray Power (+3) +26.9% Death Ray Damage -30 Maximum Durability One-handed Weapon
Heavyweight Death Ray Power (+3) +53.8% Death Ray Damage -55 Maximum Durability Two-handed Weapon
Drain Health (+3) On Hit (10%): Drain Health -40 Maximum Durability Weapons
Life Resistance (+3) +17.9% Life Resistance 0 Chest
Near Death Power (+3) +17.9 Near Death Damage Bonus -30 Maximum Durability Chest
Necromancy Jewel - Necromancy Ward Jewel (Death - Onyx)
Drain Health Power (+3) +13.4% Drain Health Damage -15 Maximum Durability Necklace, Ring
Death Creature Damage (+3) +9% Summoned Death Creature Damage -15 Maximum Durability Necklace, Ring
Sorcery Gem - Sorcery Ward Gem (Fire - Ruby)
Fire Attunement (+3) +17.9 Fire Damage 0 Wand
Heavyweight Fire Attunement (+3) +35.8 Fire Damage 0 Staves
Fire Damage (+3) +4.5% Fire Damage -30 Maximum Durability One-handed Weapon
Heavyweight Fire Damage (+3) +9% Fire Damage -55 Maximum Durability Two-handed Weapon
Ignite (+3) On Hit (10%): Ignite -40 Maximum Durability Weapon
Fire Range (+3) +4.5% Fire Range -30 Maximum Durability Chest
Weapon Swiftness (+3) On Hit (5%): Weapon Speed -40 Maximum Durability Chest
Water Resistance (+3) +17.9 Water Resistance 0 Chest
Sorcery Jewel - Sorcery Ward Jewel (Fire - Ruby)
Ignite Chance (+3) +2.7% Ignite Chance -15 Maximum Durability Necklace, Ring
Weapon Swiftness Power (+3) +1.8% Weapon Swiftness Chance -15 Maximum Durability Necklace, Ring
Tempestry Gem - Tempestry Ward Gem (Water - Sapphire)
Fire Resistance (+3) +17.9 Fire Resistance 0 Chest
Fire Resistance (+3) On Hit(5%): Fire Resistance -40 Maximum Durability Chest
Ice Arrow Power (+3) +17.9% Ice Arrow damage -30 Maximum Durability One-handed Weapon
Heavyweight Ice Arrow Power (+3) +35.8% Ice Arrow Damage -55 Maximum Durability Two-handed Weapon
Soothing Rain Power (+3) +17.9% Soothing Rain Healing -30 Maximum Durability One-handed Weapon
Heavyweight Soothing Rain Power (+3) +35.8% Soothing Rain Healing -55 Maximum Durability Two-handed Weapon
Soothing Rain Radius (+3) +35.8% Soothing Rain Radius -30 Maximum Durability Chest
Water Attunement (+3) +17.9 Water Attunement 0 Wands
Heavyweight Water Attunement (+3) +35.8 Water Attunement 0 Staves
Tempestry Jewel - Tempestry Ward Jewel (Water - Sapphire)
Douse Power (+3) +5.4% Douse Power and Duration -15 Maximum Durability Necklace, Ring
Water Creature Damage (+3) +9% Summoned Water Creature Damage -15 Maximum Durability Necklace, Ring
Thaumaturgy Gem - Thaumaturgy Ward Gem (Life - Diamond)
Banish Undead (+3) On Hit (10%): Banish Undead -40 Maximum Durability Weapon
Healing Power (+3) +9% Life Heal Power -30 Maximum Durability Chest
Life Attunement (+3) +17.9 Life Attunement 0 Wands
Heavyweight Life Attunement (+3) +35.8 Life Attunement 0 Staves
Life Effectiveness (+3) +4.5% Life Effectivness -30 Maximum Durability Weapon
Heavyweight Life Effectiveness (+3) +9% Life Effectivness -55 Maximum Durability Two-handed Weapon
Mend (+3) On Hit (5%): Heal Self -40 Maximum Durability Chest
Death Resistance (+3) +17.9 Death Resistance 0 Chest
Thaumaturgy Jewel - Thaumaturgy Ward Jewel (Life - Diamond)
Mend Chance (+3) +1.8% Mend Chance -15 Maximum Durability Necklace, Ring
Banish Undead Power (+3) +9% Banish Undead Damage -15 Maximum Durability Necklace, Ring
Theurgy Gem - Theurgy Ward Gem (Air - Citrine)
Air Attunement (+3) +17.9 Air Attunement 0 Wands
Heavyweight Air Attunement (+3) +35.8 Air Attunement 0 Staves
Deftness (+3) On Hit (5%): Dexterity Bonus -40 Maximum Durability Chest
Discharge Power +26.9% Discharge Damage -30 Maximum Durability Chest
Earth Resistance (+3) +17.9 Earth Resistance 0 Chest
Galvanic Blast (+3) On Hit (10%): Galvanic Blast -40 Maximum Durability Weapons
Gust (+3) On Hit (10%): Gust -40 Maximum Durability Weapons
Theurgy Jewel - Theurgy Ward Jewel (Air - Citrine)
Galvanic Blast Power (+3) +22.4% Galvanic Blast Damage -15 Maximum Durability Necklace, Ring
Gust Chance (+3) +1.8% Gust Chance -15 Maximum Durability Necklace, Ring
  • Values shown are first time Enchant with Weapon Enchant and Armor Enchant skills at 199.
  • Each successive Masterwork increases these values slightly (Minor Strength applied as a fifth Masterwork will be stronger than if it's applied first, for instance) with the exception of the Durability Masterwork, which is the same value at all levels and regardless of the order applied.

See Also[edit]

Trivia[edit]

  • Information on this page updated as of Release 105.
  • Scaling Masterworking and Enchanting: The higher your skill level in Masterworking and Enchanting the higher the power of the effect you add.
  • Proportional Masterworking and Enchanting: The power of the effect added is now directly proportional to how many levels of masterworking/enchanting have been applied to better balance risk versus reward. So the power of the first effect added is much weaker than the sixth effect added.[1]

References[edit]