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Enchanting

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Overview[edit]

Enchantments and Runestones are magic stones that can be placed in slots on equipment or companions and they grant additional stats and effects depending on the rank and type of stone. Enchanting an item is done with an Enchantment and enchanting a companion is done with a Runestone. Stones are obtained as loot, as rewards for zone events and purchased from Astral Diamond merchants or the Auction House.

All normal stones are ranked from 1 to 10 and all epic stones ranked as Shards, Lesser, Normal, Greater and Perfect.

Enchantments have a round shape and Runestones are hexagonal.

Enchantment Icon Gallery[edit]

Enchanting/Gallery

Usage[edit]

Slots[edit]

The weapon and armor enhancement can only be slotted into either the weapon enhancement slot of weapon or the armor enhancement slot of a body armor. The weapon and armor enhancement slot is the pink colored slot. Weapon or armor enhancements will not fit into ordinary enchantment or runestone slots.

  • Defense Slots typically occur on Armor, Waist, Pants and Ring equipment.
  • Offense Slots typically occur on Shirt, Neck, Ring, Main Hand and Off Hand equipment.
  • Utility Slots typically occur on Head, Arms and Feet equipment.
  • Weapon Enhancement Slots occur only on Main Hand equipment.
  • Armor Enhancement Slots occur only on Armor equipment.
Offense Slot and Weapon Enhancement Slot
Armor Enhancement Slot and Defense Slot

Enchanting[edit]

Enchant Item[edit]

To enchant an item it needs an enchantment slot. There are two ways of enchanting. Both starts with Right clicking the item, select Manage Item Enchantments... Then you can either drag and drop a stone from Inventory or click Slot button to select from a list. Then click Enchant. A dialog will warn you that you will have to pay an amount in gold if you later decide to Unbind (Remove into your Inventory) the stone from the slot.

Note: You can drag and drop a new stone over an occupied slot, this destroys and replaces the original stone that is placed in a slot. This would save the cost of gold spent on Unbinding.

Note: Enchantments stored in the bank can be added to items, even though they are not in your inventory.

1. Click on the item button and select Manage Item Enchantments...
2a. Click on slot button and select an enchantment or
2b. Drag an enchantment to the slot
3. Click on the Enchant button
4. Click on the Ok button

Enchant Companion[edit]

Each Companion has three Runestone slots which unlock at Lvl 1, Lvl 5 and Lvl 15. To enchant a companion open the companion window (=) and drop a Runestone into one of its slots.

Companion slots
Companionexample02.png

Unbinding[edit]

Unbinding a stone from a slot returns the stone to your inventory. Bring up the Item Menu on item with stone and select Enchant Item... . Left-click a stone in a slot to bring up Unbind button. Press Unbind button to bring up confirmation dialog. Press Remove to pay the gold/silver/copper and unbind stone.

Press Remove to pay the gold/silver/copper price and Unbind stone

Unbinding costs gold/silver/copper, and the cost varies based on the Rank of the Enchant/Runestone and the Quality of the item. Costs range from ~60 copper up to 2.5 gold. Epic (purple) gear with any rank enchants have a capped cost of 2.5 gold. Level 60 Rares (blue) with rank 5 and above enchants have an unbinding cost of 1.5 gold. Costs are based on the level of the item that will have the enchantment removed from it.

Stone Rank gold/silver/copper cost
1 62 copper
2 62 copper
3 62 copper
4 62 copper
5 62 copper
6  ???
7 2.5 gold
8 2.5 gold
9 2.5 gold
10 2.5 gold
Epic Stone Rank gold/silver/copper cost
lesser 2.5 gold
normal 2.5 gold
greater 2.5 gold
perfect 2.5 gold

Fusion (outdated)[edit]

You can create a higher rank stone if you have four stones of the same rank and type. You right click on the stone stack in your Inventory and left click "Fuse into greater...".

Note: As with enchanting the fusion list will include items in the Bank. Stacks in the Bank and inventory are treated separately (they can't be shared to reach 4 stones) and stones created are added to inventory, even if sourced from the Bank.

Item Menu
RMB click the stack of stones, then LMB "Fuse into greater..." or Double Click
Fusion dialog window
In the Fusion Dialog you then click Fuse.

There is a chance of failure when fusing depending on the rank of the stone that will be created. If a fusion fails one stone is destroyed.

Note: See Wards for protection of stones.

Stone Rank Fuse success %
1-­­>2 95%
2-­­>3 90%
3-­­>4 85%
4-­­>5 60%
5-­­>6 40%
6-­­>7 30%
7-­­>8 25%
8-­­>9 20%
9-­­>10 10%

Here is a table that shows how many enchantments of a particular rank are needed to make an enchantment of another rank. For example, the table shows that a rank 10 enchantment requires 4 rank 9 enchantments or 262,144 rank 1 enchantments.

Type R1 R2 R3 R4 R5 R6 R7 R8 R9 R10
R1 1 4 16 64 256 1,024 4,096 16,384 65,536 262,144
R2 1 4 16 64 256 1,024 4,096 16,384 65,536
R3 1 4 16 64 256 1,024 4,096 16,384
R4 1 4 16 64 256 1,024 4,096
R5 1 4 16 64 256 1,024
R6 1 4 16 64 256
R7 1 4 16 64
R8 1 4 16
R9 1 4
R10 1
Success % 95% 90% 85% 60% 40% 30% 25% 20% 10%
Failure % 5% 10% 15% 40% 60% 70% 75% 80% 90%

The table above can be useful if you are using coalescent wards to guarantee fusion. The table below shows how many coalescent wards are needed to reach a particular rank enchantment.

Type R1 R2 R3 R4 R5 R6 R7 R8 R9 R10
R1 1 5 17 65 257 1,025 4,097 16,385 65,537
R2 1 5 17 65 257 1,025 4,097 16,385
R3 1 5 17 65 257 1,025 4,097
R4 1 5 17 65 257 1,025
R5 1 5 17 65 257
R6 1 5 17 65
R7 1 5 17
R8 1 5
R9 1

Finally, here is a modified version of the fusion table, that estimates how many enchantments are needed, based on the fusion success percentage. (R3->R4 fusion chance updated but table numbers not updated)(Edit: Table numbers updated)

Type R1 R2 R3 R4 R5 R6 R7 R8 R9 R10
R1 1 4.1 16.7 69.6 325 1,786 11,311 79,178 633,425 8,234,533
R2 1 4.1 17.2 80 441 2,791 19,537 156,300 2,031,898
R3 1 4.2 19.5 107 679 4,752 38,019 494,245
R4 1 4.7 25.7 163 1,138 9,103 118,340
R5 1 5.5 34.8 244 1,951 25,358
R6 1 6.3 44.3 355 4,610
R7 1 7 56 728
R8 1 8 104
R9 1 13
R10 1
Success % 95% 90% 85% 60% 40% 30% 25% 20% 10%
Failure % 5% 10% 15% 40% 60% 70% 75% 80% 90%


CAUTION: the math formula in this table interates forward thourgh tiers skewing results, mathematically correct is to iterate backwards (for example you need avarage 162 of R4 to make one R7
correct formula:
y = ((1/chance of success)+3 ) * x
where X is number or needed enchantment of current teir and Y is number of needed enchants of previous tier. However, the value of each enchantment can be caluaclated by the value of the previous rank enchantment multiplied by the average number of those enchantments needed to obtain the result. So, for instance, a Rank 6 enchantment might be worth 5.5 rank 5 enchantments, but it takes 6.3 of them to make a rank 7; therefore, a rank 7 enchantment is worth 5.5*6.3=34.8 rank 5 enchantments. In this way, the entire table may be filled out.

Refining[edit]

The refinement system was introduced in Module 2: Shadowmantle as a replacement for the fusion system.

Upgrading[edit]
Enchantment RP to upgrade Required Reagents Success Rate
Rank 1 20 [Minor Mark of Potency] 95%
Rank 2 60 2 [Minor Mark of Potency] 90%
Rank 3 180 [Lesser Mark of Potency] 85%
Rank 4 810 2 [Lesser Mark of Potency] 60%
Rank 5 3,240 [Mark of Potency] 40%
Rank 6 12,960 2 [Mark of Potency] 30%
Rank 7 34,560 [Greater Mark of Potency] + identical Rank 7 25%
Rank 8 103,680 2 [Greater Mark of Potency] + identical Rank 8 20%
Rank 9 311,040 2 [Greater Mark of Potency] + identical Rank 9 10%
Shard of Epic Enchantment 0 3 identical Shards 1%
Lesser Epic Enchantment 34,560 [Greater Mark of Potency] + identical Lesser 1%
Epic Enchantment 103,680 2 [Greater Mark of Potency] + identical Normal 1%
Greater Epic Enchantment 311,040 2 [Greater Mark of Potency] + identical Greater 1%

For artifact RP and upgrade requirements, see Artifact.

Refinement Points[edit]
item Base RP value Match Multiplier Match RP value Match Criteria
Rank 1 Enchantment 5 2 10 same color Enchantment or any Artifact
Rank 2 Enchantment 15 2 30 same color Enchantment or any Artifact
Rank 3 Enchantment 45 2 90 same color Enchantment or any Artifact
Rank 4 Enchantment 135 2 270 same color Enchantment or any Artifact
Rank 5 Enchantment 540 2 1,080 same color Enchantment or any Artifact
Rank 6 Enchantment 2,160 2 4,320 same color Enchantment or any Artifact
Rank 7 Enchantment 4,320 2 8,640 same color Enchantment or any Artifact
Rank 8 Enchantment 12,960 2 25,920 same color Enchantment or any Artifact
Rank 9 Enchantment 38,880 2 77,760 same color Enchantment or any Artifact
Rank 10 Enchantment 116,640 2 233,280 same color Enchantment or any Artifact
Shard of Epic Enchantment 540 8/2 4,320/1,080 8 for same type of Epic Enchantment or 2 for any Artifact
Lesser Epic Enchantment 4,320 2 8,640 same type of Epic Enchantment or any Artifact
Epic Enchantment 12,960 2 25,920 same type of Epic Enchantment or any Artifact
Greater Epic Enchantment 38,880 2 77,760 same type of Epic Enchantment or any Artifact
Perfect Epic Enchantment 116,640 2 233,280 same type of Epic Enchantment or any Artifact
[Faintly Glowing Citrine] 25
[White Pearl] 100
[Peridot] 500
[Resplendent Citrine] 500
[Aquamarine] 1,500
[Flawless Sapphire] 5,000
[Black Opal] 10,000
[Blood Ruby] 50,000
[Brilliant Diamond] 250,000
[Minor Mark of Potency] 0
[Lesser Mark of Potency] 50
[Lesser Mark of Power] 50 5 250 Artifact of Power
[Lesser Mark of Stability] 50 5 250 Artifact of Stability
[Lesser Mark of Union] 50 5 250 Artifact of Union
[Mark of Potency] 500
[Mark of Power] 250 5 1,250 Artifact of Power
[Mark of Stability] 250 5 1,250 Artifact of Stability
[Mark of Union] 250 5 1,250 Artifact of Union
[Greater Mark of Potency] 750
[Greater Mark of Power] 750 5 3,750 Artifact of Power
[Greater Mark of Stability] 750 5 3,750 Artifact of Stability
[Greater Mark of Union] 750 5 3,750 Artifact of Union
[Lesser Power Stone] 500 5 2,500 Artifact of Power
[Lesser Stability Stone] 500 5 2,500 Artifact of Stability
[Lesser Union Stone] 500 5 2,500 Artifact of Union
[Power Stone] 1,000 5 5,000 Artifact of Power
[Stability Stone] 1,000 5 5,000 Artifact of Stability
[Union Stone] 1,000 5 5,000 Artifact of Union

Locality of Marks and RP Gems[edit]

Faintly Glowing Citrine is acquired during the Winter Festival

White Pearl Can be a Reward from Leadership Small Chest of Goods, in Skill nodes, Silver Gauntlet use and from Hidden Pouch, that can be acquired with Tymora's Lucky Enchantment.

Peridot can be found in Skill nodes, as a Reward for doing any Lair in the Dread Ring, any Gauntlet use and from Hidden Pouch.

Resplendent Citrine Crafted using Simril Lightcrafting during the Winter Festival

Aquamarine can be found rare in Skill nodes and any Gauntlet higher than Silver.

Flawless Sapphire can be bought at Wondrous Bazaar.

Black Opal can be found in [Iron Strongbox of Enchantments] from Unearthed Lockbox

Blood Ruby can be found in [Iron Strongbox of Enchantments] from Unearthed Lockbox or bought from Zen market, 1 for 800zen or 3 for 2000zen

Brilliant Diamond can be found in [Iron Strongbox of Enchantments] from Unearthed Lockbox

Minor Mark of Potency can be found in Skill nodes, Leadership Small Chest of Goods and can be bought at Wondrous Bazaar.

Lesser Mark of Potency can be found in Skill nodes, as a Reward of Cask of Wonders, Reward for any Arcane Coffer Gauntlet use and can be bought at Wondrous Bazaar.

Lesser Mark of Power can be found in Skill nodes, as a Reward of Cask of Wonders and as a Reward for doing any Lair in the Dread Ring.

Lesser Mark of Stability can be found in Skill nodes, as a Reward of Cask of Wonders and as a Reward for doing any Lair in the Dread Ring.

Lesser Mark of Union can be found in Skill nodes, as a Reward of Cask of Wonders and as a Reward for doing any Lair in the Dread Ring.

Mark of Potency can be found ultra rare in Skill nodes, Epic Skill nodes, Boss drops, as a Reward of Cask of Wonders, Reward for any Arcane Coffer Gauntlet use and can be bought at Wondrous Bazaar.

Mark of Power can be found ultra rare in Skill nodes, Epic Skill nodes, Boss drops and as a Reward of Cask of Wonders.

Mark of Stability can be found ultra rare in Skill nodes, Epic Skill nodes, Boss drops and as a Reward of Cask of Wonders.

Mark of Union can be found ultra rare in Skill nodes, Epic Skill nodes, Boss drops and as a Reward of Cask of Wonders.

Greater Mark of Potency can be found in Epic Skill nodes, Boss drops and can be bought at Wondrous Bazaar.

Greater Mark of Power can be found in Epic Skill nodes, Boss Drops and as a Reward for doing the Daily Lair scheduled in the Dread Ring.

Greater Mark of Stability can be found in Epic Skill nodes, Boss Drops and as a Reward for doing the Daily Lair scheduled in the Dread Ring.

Greater Mark of Union can be found in Epic Skill nodes, Boss Drops and as a Reward for doing the Daily Lair scheduled in the Dread Ring.


Wards[edit]

Wards are used to guarantee fusion success, or to keep you from losing reagents if you fail the fusion process. They are found in the celestial coin reward [Coffer of Wondrous Augmentation], purchased in the Zen Market or with AD in the Auction House.

Preservation Ward protect the reagents from upgrade failure and are only consumed if the upgrade fails. They cost 100 Zen for 10 and can be bought without visiting Zen market within the refinement dialog or with AD in the Auction House. A pack of five wards can also be purchased from the Trade Bar Merchant for 200 Tarmalune bars.

Coalescent Ward 100% guarantees the success of the upgrade. You can buy them with Zen (1,000), from the Trade Bar Merchant using 200 Tarmalune bars, or with AD in the Auction House or use Invocation for 7 days then turn those Celestial coins in for a chest which has a small chance to give you the ward.

Fusion dialog window
Using Wards.

CoalescentWardOverview.png

PreservationWardOverview.png

Enchantments[edit]

Enchantments will grant a bonus depending on the type of slot it is placed into and there are five types of slots: Offensive, Defensive, Utility, Weapon and Armor. Some enchantments (e.g. Savage) will provide multiple bonuses at one time depending on slot.

Normal Enchantments[edit]

Image Name Slot Effects Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9 Rank 10
E azure base.png Azure Utility Experience Gain 3% 3.5% 4% 4.5% 5% 5.5% 6% 7% 8% 10%
Offense Critical Strike 20 40 65 90 120 150 185 220 260 300
Defense Defense 20 40 65 90 120 150 185 220 260 300
Icon Inventory Enchantment Brutal T1 01.png Brutal[1] Utility Movement 11 22 35 50 65 80 100 120 140 165
XP Boost 1.7% 1.9% 2.2% 2.5% 2.8% 3% 3.5% 4% 4.5% 5.5%
Offense Power 11 22 35 50 65 80 100 120 140 165
Critical Strike 11 22 35 50 65 80 100 120 140 165
Defense Hit Points 44 88 140 200 260 320 400 480 560 660
Defense 11 22 35 50 65 80 100 120 140 165
Icon Inventory Enchantment Cruel T1 01.png Cruel[2] (Bugged)[3] Utility Movement 11 22 35 50 65 80 100 120 140 165
Glory Gain 1.7% 1.9% 2.2% 2.5% 2.8% 3% 3.3% 3.9% 4.4% 5.5%
Offense Power 11 22 35 50 65 80 100 120 140 165
Recovery 11 22 35 50 65 80 100 120 140 165
Defense Defense 11 22 35 50 65 80 100 120 140 165
Deflection 11 22 35 50 65 80 100 120 140 165
E dark base.png Dark Utility Movement 20 40 65 90 120 150 185 220 260 300
Offense Armor Penetration 20 40 65 90 120 150 185 220 260 300
Defense Life Steal 20 40 65 90 120 150 185 220 260 300
E silvery base.png Silvery Utility Glory Gain 3% 3.5% 4% 4.5% 5% 5.5% 6% 7% 8% 10%
Offense Recovery 20 40 65 90 120 150 185 220 260 300
Defense Deflection 20 40 65 90 120 150 185 220 260 300
E radiant base.png Radiant (Bugged)[4] Utility Gold Gain 3% 3.5% 4% 4.5% 5% 5.5% 6% 7% 8% 10%
Offense Power 20 40 65 90 120 150 185 220 260 300
Defense Maximum Hit Points 80 160 260 360 480 600 740 880 1040 1200
Icon Inventory Enchantment Savage T1 01.png Savage[5] Utility Gold Find 1.7% 1.9% 2.2% 2.5% 2.8% 3% 3.5% 4% 4.5% 5.5%
XP Boost 1.7% 1.9% 2.2% 2.5% 2.8% 3% 3.5% 4% 4.5% 5.5%
Offense Critical Strike 11 22 35 50 65 80 100 120 140 165
Armor Penetration 11 22 35 50 65 80 100 120 140 165
Defense Hit Points 44 88 140 200 260 320 400 480 560 660
Life Steal 11 22 35 50 65 80 100 120 140 165
Icon Inventory Enchantment Tymora T1 01.png Tymora's Lucky[6] Utility [Hidden Pouch] drop 0.25% 0.5% 0.75% 1% 1.5% 2% 2.5% 3% 3.5% 4%
Icon Inventory Enchantment Blackice T1 01.png Black Ice Offense Power 50 65 80 100 120 140 165
Critical Strike 28 35 45 55 65 75 90
Recovery 28 35 45 55 65 75 90
Defense Defense 50 65 80 100 120 140 165
Deflection 28 35 45 55 65 75 90
Life Steal 28 35 45 55 65 75 90

Note: The image is for the lesser version, higher ranks add flair to this base look

  1. Brutal Enchantments are a reward from Call to Arms: Storming the Keep.
  2. Cruel Enchantments are a reward from Call to Arms: Straight to Helm.
  3. The Power and Recovery of this enchantment does not count for feats like Reckless Attacker. So it not provide such feat effects.
  4. Currently bugged for R5. It only gain +4.9% instead of the stated +5%
  5. Savage Enchantments are a reward from Call to Arms: Orc Assault.
  6. Tymora's Lucky Enchantments are a reward from the Tymora's Gift event.

Epic Enchantments[edit]

Epic stones are ranked Lesser, "Normal", Greater and Perfect.

Shards are fragments of Epic stones that can be fused into Lesser stones when you have four of them.

Shards drop in Epic dungeons or from Campaign Chest at the end of a Sharandar dungeon lair. They drop as a Shard of _____. It takes four Shards of the same type to fuse into a Lesser ____ Enchantment. You can then fuse two of the "Lessers", a Greater Mark of Potency and numerous refinement points into a "Normal", then 2 "Normals" etc. (with 2 Greater Marks of Potency) into a "Greater" and finally 2 "Greaters" etc. into a "Perfect". Each of these fusions has a very low chance of success: 1% to fuse 4 Shards into a Lesser for example.

Both Weapon and Armor enchantments have a specific symbol that is shared with the shards. All Armor enchantments have a square outer border while all Weapon enchantments have a diamond border.

Note: Save AD/Zen/Tarmalune Trade Bars for the [Coalescent Ward], this ward guarantees a 100% successful fusion.

Weapon Enchantments[edit]

Weapon enchantments grant special effects and powers not covered by the standard enchantments. They are used in high level equipment with a weapon enchantment slot.

Image Name Rank Effect
Ep bilethorn lesser base.png Bilethorn Lesser +3.8% Poison damage. Additional 6.5% Poison damage after 4s.
Normal +5.2% Poison damage. Additional 8.1% Poison damage after 4s.
Greater +6% Poison damage. Additional 11% Poison damage after 4s.
Perfect +7.5% Poison damage. Additional 16% Poison damage after 4s.
Icon Inventory Weapenchant Bronzewood T6 01.png Bronzewood This enchant comes only from Feywild Lockboxes and Dark Forest Lockboxes. It does not have a lesser rank.
Normal Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore -8% of the target's armor. Targets may not be marked more than once every 20 seconds.
Greater Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore -12% of the target's armor. Targets may not be marked more than once every 20 seconds.
Perfect Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore -16% of the target's armor. Targets may not be marked more than once every 20 seconds.
Icon Inventory Weapenchant Feytouched T6 01.png Feytouched Lesser Your encounter powers siphon away 3% of your target's damage. This damage is converted into 3% more damage for you. This effect may only happen once every 20 seconds.
Normal Your encounter powers siphon away 6% of your target's damage. This damage is converted into 6% more damage for you. This effect may only happen once every 20 seconds.
Greater Your encounter powers siphon away 9% of your target's damage. This damage is converted into 9% more damage for you. This effect may only happen once every 20 seconds.
Perfect Your encounter powers siphon away 12% of your target's damage. This damage is converted into 12% more damage for you. This effect may only happen once every 20 seconds.
Ep flaming lesser base.png Flaming Lesser +6% Fire damage. Burn 2% of weapon damage every seconds for 3s, stacks 3 times.
Normal +7.5% Fire damage. Burn 2.5% of weapon damage every seconds for 3s, stacks 3 times.
Greater +10% Fire damage. Burn 3.5% of weapon damage every seconds for 3s, stacks 3 times.
Perfect +12% Fire damage. Burn 4% of weapon damage every seconds for 3s, stacks 3 times.
Ep frost lesser base.png Frost Lesser +5.5% Cold damage. Reduce foe's recovery by 15% for 4s once per 20s.
Normal +6.9% Cold damage. Reduce foe's recovery by 20% for 4s once per 20s.
Greater +9.6% Cold damage. Reduce foe's recovery by 25% for 4s once per 20s.
Perfect +11 % Cold damage. Reduce foe's recovery by 30% for 4s once per 20s.
Ep holyavenger lesser base.png Holy Avenger Lesser +9.4% Radiant damage. 5% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Normal +13% Radiant damage. 10% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Greater +15% Radiant damage. 15% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Perfect +19% Radiant damage. 20% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Ep lifedrinker lesser base.png Lifedrinker Lesser +4.4% Necrotic damage then heal yourself for that amount.
Normal +6.1% Necrotic damage then heal yourself for that amount.
Greater +7% Necrotic damage then heal yourself for that amount.
Perfect +8.8% Necrotic damage then heal yourself for that amount.
Ep lightning lesser base.png Lightning Lesser +10% Lightning damage. 50% for 0 chains.
Normal +12% Lightning damage. 50% for 1 chains.
Greater +18% Lightning damage. 50% for 2 chains.
Perfect +20% Lightning damage. 50% for 3 chains.
Ep plaguefire lesser base.png Plague Fire This enchant comes only from Nightmare Lockboxes. It does not have a perfect rank.
Lesser +3.5% Fire damage. Burn for 1.2% damage per second for 3s and reduce def by 5%, can be stacked 3 times.
Normal +5.5% Fire damage. Burn for 1.8% damage per second for 3s and reduce def by 10%, can be stacked 3 times.
Greater +7.5% Fire damage. Burn for 2.5% damage per second for 3s and reduce def by 15%, can be stacked 3 times.
Icon Inventory Weapenchant Terror T6 01.png Terror Lesser You deal an additional 6% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 5%.
Normal You deal an additional 8.3% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 10%.
Greater You deal an additional 9.5% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 15%.
Perfect You deal an additional 12% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 20%.
Ep vorpal lesser base.png Vorpal Lesser +12% critical severity. (Critical Severity increases damage done on critical hits.)
Normal +25% critical severity. (Critical Severity increases damage done on critical hits.)
Greater +38% critical severity. (Critical Severity increases damage done on critical hits.)
Perfect +50% critical severity. (Critical Severity increases damage done on critical hits.)

Notes:

  • All of the enchantments/runestones that come from lockboxes don't follow the exact same pattern as enchantments that use shards, they always come in a usable format:
    • The Plague Fire Enchantment (from the Nightmare Lockbox) comes as lesser, and does not have a perfect rank. This is also confirmed via the Game Files.
    • The Bronzewood Enchantment (from the Feywild Lockbox or Dark Forest Lockbox) lowest version is normal, it does not have a lesser rank. This is also confirmed via the Game Files.
    • The lockbox runestones: Indomitable (Nightmare Lockbox) and Serene (Feywild Lockbox) come as a lesser and thus do not have a perfect rank. This is also confirmed via the Game Files.
  • Normals have no prefix in-game but the prefix Normal is used here to differentiate between ranks of stones and avoid confusion.
  • Shards for the Terror Enchantment come from Sharandar Campaign Chests of Gnarlroot Caves.
  • Shards for the Feytouched Enchantment come from Sharandar Campaign Chests of The Witch Fen.
  • All Enchantment bonus damage is in % of Weapon Damage (as shown in the tooltip on the weapon), not the damage dealt with At-Will/Encounter/Daily Powers.
  • The debuff from the Terror Enchantment lasts for 5 seconds.


Armor Enchantments[edit]

Image Name Rank Effect
Icon Inventory Armorenchant Barkskin T6 01.png Barkshield Lesser Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges. When you have one charge of Bolstered Bark your armor absorbs 324 damage. When you have two charges of Bolstered Bark your armor absorbs 648 damage. When you have three charges of Bolstered Bark your armor absorbs 972 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Normal Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges. When you have one charge of Bolstered Bark your armor absorbs 486 damage. When you have two charges of Bolstered Bark your armor absorbs 972 damage. When you have three charges of Bolstered Bark your armor absorbs 1,458 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Greater Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges. When you have one charge of Bolstered Bark your armor absorbs 648 damage. When you have two charges of Bolstered Bark your armor absorbs 1296 damage. When you have three charges of Bolstered Bark your armor absorbs 1944 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Perfect Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges. When you have one charge of Bolstered Bark your armor absorbs 810 damage. When you have two charges of Bolstered Bark your armor absorbs 1620 damage. When you have three charges of Bolstered Bark your armor absorbs 2430 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Ep bloodtheft lesser base.png Bloodtheft Lesser When below 50% Health 5% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Normal When below 50% Health 10% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Greater When below 50% Health 15% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Perfect When below 50% Health 20% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Ep briartwine lesser base.png Briartwine Lesser Reflect 2% of damage back at attacker.
Normal Reflect 2.8% of damage back at attacker.
Greater Reflect 3.2% of damage back at attacker.
Perfect Reflect 4% of damage back at attacker.
Icon Inventory Armorenchant Elvenbattle T6 01.png Elven Battle Lesser You are 50% more resistant to slows and immobilizes. Their duration is reduced.
Normal You are 100% more resistant to slows and immobilizes. Their duration is reduced.
Greater You are 150% more resistant to slows and immobilizes. Their duration is reduced.
Perfect (Bugged)[1] You are 200% more resistant to slows and immobilizes. Their duration is reduced.
Ep fireburst lesser base.png Fireburst Lesser On receiving damage 5% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Normal On receiving damage 10% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Greater On receiving damage 15% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Perfect On receiving damage 20% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Ep frostburn lesser base.png Frostburn Lesser On receiving damage 5% chance to deal Frost damage and reduce foes recovery 15% for 4s once every 60s.
Normal On receiving damage 10% chance to deal Frost damage and reduce foes recovery 20% for 4s once every 60s.
Greater On receiving damage 15% chance to deal Frost damage and reduce foes recovery 25% for 4s once every 60s.
Perfect On receiving damage 20% chance to deal Frost damage and reduce foes recovery 30% for 4s once every 60s
Ep negation lesser base.png Negation Lesser On receiving damage 5% chance to increase your damage resistance by 10% for 4s once every 60s.
Normal On receiving damage 10% chance to increase your damage resistance by 15% for 5s once every 60s.
Greater On receiving damage 15% chance to increase your damage resistance by 20% for 6s once every 60s.
Perfect On receiving damage 20% chance to increase your damage resistance by 25% for 7s once every 60s
Ep soulforged lesser base.png Soulforged Lesser When you fall in combat your Soulforged armor will resurrect you and heal you for 4,320 and 720 every second for 3 seconds.This effect can only trigger once every 90 seconds.
Normal When you fall in combat your Soulforged armor will resurrect you and heal you for 4,860 and 900 every second for 3 seconds.This effect can only trigger once every 90 seconds.
Greater When you fall in combat your Soulforged armor will resurrect you and heal you for 5,400 and 1,080 every second for 3 seconds.This effect can only trigger once every 90 seconds.
Perfect When you fall in combat your Soulforged armor will resurrect you and heal you for 5,940 and 1,260 every second for 3 seconds.This effect can only trigger once every 90 seconds.
Ep thunderhead lesser base.png Thunderhead Lesser On receiving a critical strike 10% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
Normal On receiving a critical strike 20% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
Greater On receiving a critical strike 30% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
Perfect On receiving a critical strike 40% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.

Notes: The image is for the lesser version, higher ranks add flair to this base look

  • Shards for the Elven Battle Enchantment come from Sharandar Campaign Chests of Tower of Celadaine.
  • The Soulforged Enchantment revive you direct from down. If you go down while this enchantment is on Cooldown, you fall like you do without the enchantment. It revive you from dead too if you have the revive sickness, but you get injured. This injury is maybe a bug.
  1. Currently the perfect rank seem to have no effect of the described reduce.

Miscellaneous Enchantments[edit]

Brilliant Energy Enhancement.png Brilliant Energy Normal Weapon Enhancement Slot: You have a 30% chance to deal 12.5% of weapon damage as Radiant damage with every strike. This damage ignores half of your target's Damage Resistances.

Notes:

  • Description: Your weapon is coated in roiling flames, searing foes with its very touch and drives your foes to fits of fear.
  • The Brilliant Energy Enchantment comes on the weapons in the [Delzoun Treasure Box] from the Hero of the North Pack and can also be claimed separately from the Reward Claims Agent.
  • The Brilliant Energy Enchantment only has one Tier.
  • The Brilliant Energy Enchantment only works with Weapon Enhancement slots.


Icon Inventory Runestone Serene T6 01.png Fey Blessing Lesser Utility Slot: You have a 1% chance after killing a foe to spawn a Will o' the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.
Normal Utility Slot: You have a 2% chance after killing a foe to spawn a Will o' the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.
Greater Utility Slot: You have a 3% chance after killing a foe to spawn a Will o' the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.

Notes:

  • The Fey Blessing Enchantment (from the Sharandar Campaign) comes as lesser; It does not have a perfect rank and neither do shards of it exist.
  • The level of the killed foe determines what rank of enchantment you get. Runes or special enchantments like Cruel/Savage do not drop.
  • While it's named lesser, the enchantment follows the rules of enchanting as an R8 enchantment. Meaning, it is worth 12,960 RP and an upgrade attempt has a 20% chance of success.


Armorenchant Founders T8 01.png Founder's Glorious Normal Defense Slot: +15 Defense, Deflect, and Life Steal

Notes:

  • Description: This enchantment causes your armor to emit a radiant glow!
  • The Founder's Glorious Enchantment comes with purchase of the Founder's Hero of the North Pack and can be claimed from the Reward Claims Agent.
  • The Founder's Glorious Enchantment only have one Tier.
  • The Founder's Glorious Enchantmeent only works with Defense slots.


Enchantment Greycloak 01.png Graycloak's Insignia Normal Offense Slot: +10 Power
Offense Slot: +10 Critical Strike
Offense Slot: +10 Recovery

Notes:


Icon Inventory Armorenchant Loamweave T8 01.png Loamweave Normal Armor Enhancement Slot: On receiving damage you have a 10% chance to deal Physical damage and root your attacker for 3 seconds (1 second on players). The damage scales with your level. This effect can only occur once every 60 seconds.

Notes:

  • Description: Your armor now has the very essence of the Earth woven into it and will lash out at nearby foes when you are struck.
  • The Loamweave Enchantment comes in the [Knight of the Feywild Supplies] box from the Knight of the Feywild Pack and can also be claimed separately from the Reward Claims Agent.
  • The Loamweave Enchantment only has one Tier.
  • The Loamweave Enchantment only works with Armor Enhancement slots.
  • When wearing armor enchanted with Loamweave, vines will periodically appear to wind around the character's forearms and then vanish, as illustrated in this image: File:Loamweave.jpg. This effect even carries over to Fashion display mode.


Ep tenebrous lesser base.png Tenebrous Lesser Offense Slot: When striking a foe you have a chance to deal 1% of your current Hit Points in Necrotic damage.
Normal Offense Slot: When striking a foe you have a chance to deal 2% of your current Hit Points in Necrotic damage.
Greater Offense Slot: When striking a foe you have a chance to deal 3% of your current Hit Points in Necrotic damage.

Notes:

  • Multiple Tenebrous enchantments stack.
  • The Tenebrous enchantment has a 06 second internal cooldown and 100% chance to trigger if not on cooldown. However, it seems that the server does not keep a clock for each character. Instead the reset occurs on a universal clock, like daily quest resets. Thus, it is possible to get procs in quick succession at the start of combat, if you start just before a reset.
  • The Tenebrous enchantment only works with offensive slots.
  • The image is for the lesser version, higher ranks add flair to this base look.
  • While it's named lesser, the enchantment follow as R8 enchantment the rule of enchanting. Mean it give 12,960 RP and has the success chance of 20%.


Icon Inventory Enchantment Tranquil T6 01.png Tranquil Lesser Defense Slot: When you are struck by an attack you have a chance to gain 248 hit points.
Normal Defense Slot: When you are struck by an attack you have a chance to gain 497 hit points.
Greater Defense Slot: When you are struck by an attack you have a chance to gain 734 hit points.

Dragon's Hoard Enchantment

[Lesser Dragon's Hoard Enchantment]

[Dragon's Hoard Enchantment]

[Greater Dragon's Hoard Enchantment]

Notes:

Runestones[edit]

Runestones are augments for Companions. Each Companion has three Runestone slots which unlock at Lvl 1, Lvl 5 and Lvl 15. Runestones can give an Offense or Defense bonus. The type of bonus is determined by the type of slot of the companion it is placed in.

Normal Runestones[edit]

Image Name Slot Enhancement Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9 Rank 10
R arcane base.png Arcane Offense Recovery 20 40 65 90 120 150 185 220 260 300
Defense Deflection 20 40 65 90 120 150 185 220 260 300
R eldritch base.png Eldritch Offense Armor Penetration 20 40 65 90 120 150 185 220 260 300
Defense Owner gets % of pet's stats 2% 4% 5% 6% 7% 8% 8.5% 9% 9.5% 10%
R empowered base.png Empowered Offense Power 20 40 65 90 120 150 185 220 260 300
Defense +Max Hit Points 80 160 260 360 480 600 740 880 1040 1200
R profane base.png Profane Offense Critical Strike 20 40 65 90 120 150 185 220 260 300
Defense Defense 20 40 65 90 120 150 185 220 260 300
R training base.png Training Offense +% Experience Gain 1% 2% 2.5% 3% 3.5% 3.9% 4.2% 4.5% 4.8% 5%
Defense +% Experience Gain 1% 2% 2.5% 3% 3.5% 3.9% 4.2% 4.5% 4.8% 5%

Epic Runestones[edit]

Image Name Rank Effect
Ep indomitable lesser base.png Indomitable Lesser Companion Offense Slot: Your pet's powers that target foes deal 10% additional damage over 3 seconds as physical damage.
Normal Companion Offense Slot: Your pet's powers that target foes deal 20% additional damage over 3 seconds as physical damage.
Greater Companion Offense Slot: Your pet's powers that target foes deal 30% additional damage over 3 seconds as physical damage.
Icon Inventory Runestone Serene T1 01.png Serene Lesser Companion Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 179 hit points at Companion Rank 30. This effect scales with Companion Rank.
Normal Companion Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 359 hit points at Companion Rank 30. This effect scales with Companion Rank.
Greater Companion Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 531 hit points at Companion Rank 30. This effect scales with Companion Rank.
Icon Inventory Runestone Bonding T7 01.png Bonding Lesser Equip: When your Companion activates a power, it has a chance to grant you Companion's Gift. Companion's Gift grants you 20% of your Companion's stats for 20 seconds.
Companion Offense Slot: 260 Power. Companion Defense Slot: 260 Defense.
Normal Equip: When your Companion activates a power, it has a chance to grant you Companion's Gift. Companion's Gift grants you 35% of your Companion's stats for 20 seconds.
Companion Offense Slot: 300 Power. Companion Defense Slot: 300 Defense.
Greater Equip: When your Companion activates a power, it has a chance to grant you Companion's Gift. Companion's Gift grants you 50% of your Companion's stats for 20 seconds.
Companion Offense Slot: 340 Power. Companion Defense Slot: 340 Defense.
Perfect Equip: When your Companion activates a power, it has a chance to grant you Companion's Gift. Companion's Gift grants you 65% of your Companion's stats for 20 seconds.
Companion Offense Slot: 380 Power. Companion Defense Slot: 380 Defense.

Notes:

  • All of the enchantments/runestones that come from lockboxes don't follow the exact same pattern as enchantments that use shards, they always come in a useable format:
    • The Plague Fire Enchantment (from the Nightmare lockbox) comes as lesser, and does not have a perfect rank. This is also confirmed via the Game Files.
    • The Bronzewood Enchantment (from the Feywild lockbox) lowest version is normal, it does not have a lesser rank. This is also confirmed via the Game Files.
    • The lockbox runestones: Indomitable (Nightmare) and Serene (Feywild) come as a lesser and thus do not have a perfect rank. This is also confirmed via the Game Files.
  • The image is for the lesser version, higher ranks add flair to this base look
  • Bonding Runstones come slotted in companions bought from the Zen store. As of ** patch

Strategy/Notes[edit]

OBSOLETE AFTER MODULE 2. MOST OF WHAT IS WRITTEN BELOW ISN'T EVEN REMOTELY TRUE ANYMORE.

Up to lvl 35 you will only find lots rank 1,2 and a few 3 Runestones. If you collect all Skill nodes you find you will be able to fuse to a handful of rank 4 now. The stones take a lot of space in bags so just sell of all 1 and don't feel guilty about it if you need the space. You can generally find enough rank 2/3 to continuously slot your randomly found equipment while still building up a supply to save. You will upgrade equip regularly so just Enchant whatever you have at the moment with free slots and sell it 5-10 lvls later without unbinding. Remember that you also can buy good high rank runestones at Auction House quite cheap if you don't want to drag around stones waiting to fuse them.

Up to lvl 45 you still only find lvl 2 and 3 mostly and occasionally some rare 4.

At level 60 in epic dungeons you'll find a fairly even mix of rank 3s and 4s. Rank 5 never drop anywhere in the game except from non-repeatable quests rewards, very rare chance as Coffer of Wonderous Augmentation reward and lock boxes which require zen to open. Thus 99% of what makes up rank 5 and higher are fusion of rank 4s. Due to this:

Due to this it's generally wise to slot your first set of decent gear with only rank 4/5s, while saving up to eventually slot 7-9s depending on your patience. (PVP gear was generally the easiest and best to get first but with the advent of Seal/Glory/Grym Coin items being Bind on Pickup, this may no longer be valid for non PVPers.)

Gallery[edit]

Enchanting Gallery can be found Enchanting/Gallery. This has all images for Enhancement, Enchanting, Runestone, Grey, HotN, etc. and every rank.