The Enchanter's Craft

Enchanting

Enchanting is how a good item becomes a great one. You break unwanted gear down into raw magical material — shards and fragments — and then pour that material back into the piece you actually want to keep, strengthening the stats it already carries. Every step is deterministic: there is no gamble, only skill and material.

Highest tier
17
the ceiling of the system
Skill needed
100
to reach tier 17
Per batch
16
items disenchanted at once
Undo history
20
recoverable items

1 Disenchant

Disenchanting destroys one item and harvests its magical properties as material. A primary property (its prefix, such as Poisoning or Crushing) becomes a shard; a secondary property (such as Hit Ratio or Defense Ratio) becomes a fragment. The material is stored at the tier of the stat you broke — the stronger the item, the higher the tier of material it yields. Only weapons, armour and shields can be disenchanted; accessories such as rings and necklaces cannot. Every disenchant also trains your Enchanting skill by one point, up to 100.

2 Train Enchanting

Enchanting is a real, trained skill in Evolution (it lives alongside every other skill on your sheet). Your skill level sets a hard ceiling on how far you can push an item — the maximum stat tier you can apply is:

max tier = your Enchanting × 17 / 100

At skill 0 that ceiling is 0, so an untrained character cannot enchant anything at all — and no material is wasted on the attempt, since the enchant is refused before it spends. Both disenchanting and enchanting raise the skill, so the craft trains itself as you use it.

Skill 0
Tier 0
Skill 25
Tier 4
Skill 50
Tier 8
Skill 75
Tier 12
Skill 100
Tier 17

The division truncates, so the ceiling moves in steps: every ~6 points of skill buys you one more tier, and only skill 100 reaches tier 17.

3 Enchant

Enchanting spends matching material to raise a stat the item already has — it never invents a new property. Feed a shard of the right type to strengthen a primary stat, or a fragment to strengthen a secondary one. The result is deterministic: if you have the material and the skill, it works, every time. Cost is drawn from the current tier of the stat — low tiers cost a little more material per step, high tiers a little less, and light cloth armour is discounted. Each stat climbs tier by tier until it reaches the top of its band.

Enchantable primary stats

These six primary properties produce a shard when disenchanted and can be strengthened by enchanting. Other prefixes (Righteous, Agile, Sharp, Ancient) are cosmetic-grade or fixed and do not yield shards.

Primary stats that can be enchanted (shards)
PropertyWhat it does
PoisoningPoison damage
LightWeight reduction
StrongEndurance (durability)
SpecialMagic casting probability
Mana ConvertingConverts damage to mana
CrushingCrush chance

Secondary properties — Hit Ratio, Defense Ratio, HP/SP/MP recovery, Magic Resistance, Physical Absorption & Magic Absorption, and more — each yield a fragment and are enchanted the same way. See the full list of properties on the Statted Items page.

Plan your enchant

Because the whole system is deterministic, you can work out in advance exactly what a stat will cost to reach a given tier. Use the Upgrade Calculator to plan how much material you need before you break down your bank, and the affix reference to see which properties are worth chasing.