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Enchanting

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Overview[edit | edit source]

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 12 and all epic stones ranked as Shards, Lesser, Normal, Greater, Perfect, Pure and Transcendent).

Enchantments have a round shape and Runestones are hexagonal.

Usage[edit | edit source]

Slots[edit | edit source]

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 enchantments will not fit into ordinary enchantment or runestone slots.

Overload enchantments can only be slotted in an overload slot on certain armors. The overload slot is the blue colored slot. Overload enchantment will not fit into ordinary enchantment slots, runestone slots, weapon enhancement slots or armor enhancement slots.

  • Defense Slots typically occur on Armor, Waist, Pants, Ring and Off-Hand (Shield Only) equipment.
  • Offense Slots typically occur on Shirt, Neck, Ring, Main Hand and Off Hand (Except Shield) 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.
  • Overload Slots occur only on Elemental, Corrupted, and Elemental, Purified Black Ice Armor Gear, Draconic Armor Gear, Elemental Fire Armor, Alliance Armor, and Elven Armor of Force (all only for head and arms).


Offense Slot and Weapon Enhancement Slot
Armor Enhancement Slot and Defense Slot

Enchanting[edit | edit source]

Enchant Item[edit | edit source]

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 | edit source]

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 | edit source]

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 fee and unbind stone.

Press Remove to pay the fee and Unbind stone

Unbinding costs fee in gold, and the cost varies based on the Rank of the Enchant/Runestone and the Quality of the item. Costs range from 62 Copper up to 2.5 Gold. Epic gear with any rank enchants have a capped cost of 2 Gold 50 Silver. Level 60 Rare stones with rank 5 and above enchants have an unbinding cost of 1 Gold 50 Silver. Costs are based on the level of the item that will have the enchantment removed from it.

Stone Rank Unbind cost
1 62 Copper
2 62 Copper
3 62 Copper
4 62 Copper
5 62 Copper
6 2 Gold 50 Silver  0 Copper
7 2 Gold 50 Silver  0 Copper
8 2 Gold 50 Silver  0 Copper
9 2 Gold 50 Silver  0 Copper
10 2 Gold 50 Silver  0 Copper
11 2 Gold 50 Silver  0 Copper
12 2 Gold 50 Silver  0 Copper
Epic Stone Rank Unbind cost
Lesser 2 Gold 50 Silver
Normal 2 Gold 50 Silver
Greater 2 Gold 50 Silver
Perfect 2 Gold 50 Silver
Pure 2 Gold 50 Silver
Transcendent 2 Gold 50 Silver

Fusion (outdated)[edit | edit source]

The fusion system is outdated since Module 2: Shadowmantle and replaced with refining system.

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 | edit source]

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

Upgrading[edit | edit source]
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%
Rank 10 622,080 5 [Greater Mark of Potency] + [Mark of Power] + [Mark of Stability] + [Mark of Union] 5%
Rank 11 1,088,640 5 [Greater Mark of Potency] + [Greater Mark of Power] + [Greater Mark of Stability] + [Greater Mark of Union] 3%
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%
Perfect Epic Enchantment 622,080 5 [Greater Mark of Potency] + [Mark of Power] + [Mark of Stability] + [Mark of Union] 1%
Pure Epic Enchantment 1,088,640 5 [Greater Mark of Potency] + [Greater Mark of Power] + [Greater Mark of Stability] + [Greater Mark of Union] 1%

For artifact RP and upgrade requirements, see Artifact. For artifact equipment RP and upgrade requirements, see Artifact equipment and the specific articles for items (Artifact belt, Artifact cloak, Artifact off-hand, and Artifact weapon).

Refinement Points[edit | edit source]
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 58,320 2 116,640 same color Enchantment or any Artifact
Rank 11 Enchantment 77,760? 2 155,520? same color Enchantment or any Artifact
Rank 12 Enchantment 136,080? 2 272,160? 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 58,320 2 116,640 same type of Epic Enchantment or any Artifact
Pure Epic Enchantment 77,760? 2 155,520? same type of Epic Enchantment or any Artifact
Transcendent Epic Enchantment 136,080? 2 272,160? 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 Resonance Stone] 500 5 2,500 Artifact Equipment
[Lesser Stability Stone] 500 5 2,500 Artifact of Stability
[Lesser Thaumaturgic Stone] 500? 5? 2,500 Enchantments or Runestones
[Lesser Union Stone] 500 5 2,500 Artifact of Union
[Minor Power Stone] 100 5 500 Artifact of Power
[Minor Resonance Stone] 100 5 500 Artifact Equipment
[Minor Stability Stone] 100 5 500 Artifact of Stability
[Minor Thaumaturgic Stone] 100? 5? 500 Enchantments or Runestones
[Minor Union Stone] 100 5 500 Artifact of Union
[Power Stone] 1,000 5 5,000 Artifact of Power
[Resonance Stone] 1,000 5 5,000 Artifact Equipment
[Stability Stone] 1,000 5 5,000 Artifact of Stability
[Union Stone] 1,000 5 5,000 Artifact of Union
[Thaumaturgic Stone] 1,000? 5? 5,000 Enchantments or Runestones
[Greater Power Stone] 2,500? 5? 12,500 Artifact of Power
[Greater Resonance Stone] 2,500? 5? 12,500 Artifact Equipment
[Greater Stability Stone] 2,500? 5? 12,500 Artifact of Stability
[Greater Thaumaturgic Stone] 2,500? 5? 12,500 Enchantments or Runestones
[Greater Union Stone] 2,500? 5? 12,500 Artifact of Union

Locality of Marks and RP Gems[edit | edit source]

Faintly Glowing Citrine is acquired during the Winter Festival.

White Pearl can be a Reward from Leadership [Small Chest of Goods], [Medium Chest of Goods], [A Barrel of Goods], [Enchanted Coffer], [Large Chest of Goods], and [Very Large 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 Arcane Coffer Gauntlet use, from Hidden Pouch, and from [Enchanted Coffer], and [Very Large Chest of Goods].

Resplendent Citrine Crafted using Simril Lightcrafting during the Winter Festival.

Aquamarine can be found rarely in Skill nodes and any Arcane Coffer Gauntlet higher than Silver or as a reward for Overflow Experience.

Flawless Sapphire can be bought at the Wondrous Bazaar or can be found in [Draconic Strongbox of Enchantments] from the [Tyrannical Lockbox] and the [Fell Dragon Lockbox], or as a reward for Overflow Experience.

Black Opal can be found in [Iron Strongbox of Enchantments] from Unearthed Lockbox or as a reward for Overflow Experience.

Blood Ruby can be found in [Iron Strongbox of Enchantments] from Unearthed Lockbox, from the [Tyrannical Lockbox] and the [Fell Dragon Lockbox] or bought from the Zen Market, 1 for 800 Zen or 3 for 2000 Zen.

Brilliant Diamond can be found rarely in [Iron Strongbox of Enchantments], [Magnificent Strongbox of Enchantments], [Draconic Strongbox of Enchantments], [Corrupted Strongbox of Enchantments], [Earth-Aspected Strongbox of Enchantments], [Fire-Aspected Strongbox of Enchantments].

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

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

Lesser Mark of Power, Lesser Mark of Stability, and 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, and also can be found in [Enchanted Coffer], [Artifact Paraphenalia], [Coffer of Celestial Artifacts], or [Coffer of Celestial Artifact Equipment].

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

Mark of Power, Mark of Stability, and Mark of Union can be found ultra rarely in Skill nodes, Epic Skill nodes, Boss drops and as a Reward of [Cask of Wonders], and also can be found in [Enchanted Coffer], [Artifact Paraphenalia], [Coffer of Celestial Artifacts], or [Coffer of Celestial Artifact Equipment].

Minor Union Stone, Minor Power Stone, and Minor Union Stone can be found Skill nodes, in [Neverwinter Vanguard Pack], [Caer-Konig Supply Pack], [Artifact Paraphenalia], [Coffer of Celestial Artifacts], or [Coffer of Celestial Artifact Equipment]. They are also rewards for Epic (tier 6) Sword Coast Adventures.

Minor Resonance Stone can be found in [Small Box of Salvage], [Resonant Bag], or [Coffer of Celestial Artifact Equipment].

Lesser Resonance Stone can be found in [Resonant Bag], or [Coffer of Celestial Artifact Equipment].

Resonance Stone can be found in [Resonant Bag].

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

Greater Mark of Power, Greater Mark of Stability, and 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, [Coffer of Celestial Artifacts], or [Coffer of Celestial Artifact Equipment].

All Greater Refinement Stones, Refinement Stones, and Lesser Refinement Stones can be found in some of the Artifact Provisions Packs (such as the [Dragon Queen's Artifact Provisions Pack], or the [Tyrant's Artifact Provisions Pack]).

Wards[edit | edit source]

Wards are used to guarantee upgrade success, or to keep from losing reagents if the upgrade process fails. They are found in the celestial coin reward [Coffer of Celestial Enchantments], [Coffer of Celestial Artifacts], and [Coffer of Celestial Artifact Equipment], purchased in the Zen Market, or with Astral Diamonds in the Auction House.

Preservation Ward[edit | edit source]

[Preservation Ward] protects the reagents from upgrade failure. [Preservation Ward] is consumed only if the upgrade fails. They cost 100 Zen for 10 and can be bought without visiting the Zen Market within the refinement dialog or with Astral Diamonds in the Auction House. A pack of five [Preservation Ward] can also be purchased from the Trade Bar Merchant for 200 Tarmalune Trade Bars.

Coalescent Ward[edit | edit source]

A [Coalescent Ward] guarantees a 100% success of an upgrade. You can buy these with 1,000 Zen, from the Trade Bar Merchant for 200 Tarmalune Trade Bars, with Astral Diamonds in the Auction House or use Invocation for to gather 11 Celestial Coin and then turn those Celestial coins in at the Vault of Piety for a [Coffer of Celestial Enchantments], a [Coffer of Celestial Artifacts], or a [Coffer of Celestial Artifact Equipment], which have a small chance to give you the [Coalescent Ward].

Enchantments[edit | edit source]

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 | edit source]

Image Name Slot Effects Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9 Rank 10 Rank 11 Rank 12
Icon Inventory Enchantment Azurebrand T1 01.png Azure Utility XP Bonus 3 4 5 6 7.5 9 11 12 13 15 17 20
Offense Critical Strike 20 40 70 100 140 180 190 250 330 430 550 700
Defense Defense 20 40 70 100 140 180 190 250 330 430 550 700
Icon Inventory Enchantment Blackice T1 01.png Black
Ice
Offense Power 50 65 80 115 150 200 260 330 420
Critical Strike 28 35 45 60 75 100 130 165 210
Recovery 28 35 45 60 75 100 130 165 210
Defense Defense 50 65 80 115 150 200 260 330 420
Deflection 28 35 45 60 75 100 130 165 210
Life Steal 28 35 45 60 75 100 130 165 210
Icon Inventory Enchantment Brutal T1 01.png Brutal
[1]
Utility Movement 11 22 35 55 80 100 114 150 200 260 330 420
XP Bonus 1.7 2.5 2.2 3.5 4.5 6 7 8 9 10 12 14
Offense Power 11 22 35 50 65 80 115 150 200 260 330 420
Critical Strike 11 22 35 50 65 80 115 150 200 260 330 420
Defense Hit Points 44 88 140 200 260 320 460 600 800 1040 1320 1680
Defense 11 22 35 50 65 80 115 150 200 260 330 420
Icon Inventory Enchantment Cruel T1 01.png Cruel
[2][3]
Utility Movement 11 22 35 55 80 100 115 150 200 260 330 420
Glory Bonus 1.7 2.5 2.2 3.5 4.5 6 7 8 9 10 12 14
Offense Power 11 22 35 50 65 80 115 150 200 260 330 420
Recovery 11 22 35 50 65 80 115 150 200 260 330 420
Defense Defense 11 22 35 50 65 80 115 150 200 260 330 420
Deflection 11 22 35 50 65 80 115 150 200 260 330 420
Icon Inventory Enchantment Darkemblem T1 01.png Dark Utility Movement 20 40 65 90 120 150 190 250 330 430 550 700
Offense Armor Penetration 20 40 65 90 120 150 190 250 330 430 550 700
Defense Life Steal 20 40 65 90 120 150 190 250 330 430 550 700
Icon Inventory Enchantment Dragon T1 01.png Draconic Offense Armor Penetration 35 50 65 80 115 150 200 260 330 420
Power 20 28 35 45 60 75 100 130 165 210
Recovery 20 28 35 45 60 75 100 130 165 210
Defense Maximum Hit Points 140 200 260 320 460 600 800 1040 1320 1680
Defense 20 28 35 45 60 75 100 130 165 210
Life Steal 20 28 35 45 60 75 100 130 165 210
Icon Inventory Enchantment Radiantsigil T1 01.png Radiant Utility Gold Bonus 3 4 5 6 7.5 9 11 12 13 15 17 20
Offense Power 20 40 70 100 120 180 190 250 330 430 550 700
Defense Maximum Hit Points 80 160 280 400 480 720 760 1000 1320 1720 2200 2800
Icon Inventory Enchantment Savage T1 01.png Savage
[4]
Utility Gold Bonus 1.7 2.5 2.2 3.5 4.5 6 7 8 9 10 12 14
XP Bonus 1.7 2.5 2.2 3.5 4.5 6 7 8 9 10 12 14
Offense Critical Strike 11 22 35 50 65 80 115 150 200 260 330 420
Armor Penetration 11 22 35 50 65 80 115 150 200 260 330 420
Defense Maximum Hit Points 44 88 140 200 260 320 460 600 800 1040 1320 1680
Life Steal 11 22 35 50 65 80 115 150 200 260 330 420
Icon Inventory Enchantment Silverglyph T1 01.png Silvery Utility Glory Bonus 3 4 5 6 7.5 9 11 12 13 15 17 20
Offense Recovery 20 40 70 100 140 180 190 250 330 430 550 700
Defense Deflection 20 40 70 100 140 180 190 250 330 430 550 700
Icon Inventory Enchantment Tymora T1 01.png Tymora's
Lucky
[5]
Utility [Hidden Pouch]
drop chance (%)
0.25 0.5 0.75 1 1.5 2 2.5 3 3.5 4 5 6

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, and Battle for the Bridge.
  2. Cruel Enchantments are a reward from Call to Arms: Straight to Helm, Pit Fight, and Defend the Temple.
  3. The Power and Recovery of this enchantment does not count for feats like Reckless Attacker. So it not provide such feat effects.
  4. Savage Enchantments are a reward from Call to Arms: Orc Assault, Gate Crashers, Garundar the Vile, and the Event Valindra's Invasion.
  5. Tymora's Lucky Enchantments are a reward from the Tymora's Gift event.

Epic Enchantments[edit | edit source]

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

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 _____.

Shards can also be used for refinement (base 540 RP); Note that there is a 8x bonus for matching enchantments (4,320 RP) or a 2x bonus for artifacts (1,080 RP) (see table above).

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 upgrade attempt.

Weapon Enchantments[edit | edit source]

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 You deal an additional 5% of weapon damage as Poison damage with your powers. Your foe takes an additional 10% of your weapon damage as Poison damage after 4 seconds.
Normal You deal an additional 7% of weapon damage as Poison damage with your powers. Your foe takes an additional 14% of your weapon damage as Poison damage after 4 seconds.
Greater You deal an additional 9% of weapon damage as Poison damage with your powers. Your foe takes an additional 18% of your weapon damage as Poison damage after 4 seconds.
Perfect You deal an additional 11% of weapon damage as Poison damage with your powers. Your foe takes an additional 22% of your weapon damage as Poison damage after 4 seconds.
Pure You deal an additional 13% of weapon damage as Poison damage with your powers. Your foe triggers an additional 26% of weapon damage as Poison damage to nearby foes after 4 seconds.
Transcendent You deal an additional 15% of weapon damage as Poison damage with your powers. Your foe triggers an additional 30% of weapon damage as Poison damage to nearby foes after 4 seconds. Your primary target is slowed, stacking up to 3 times.
Icon Inventory Weapenchant Bronzewood T6 01.png Bronzewood This enchantment 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.
Pure Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore 16% of the target's armor. Target's that are marked also do 10% less damage to you. The duration of the Mark is 10 seconds and it has a 20 second cooldown.
Transcendent Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore 16% of the target's armor. You and your allies also do 5% more damage and target's that are marked also do 10% less damage to you. The duration of the Mark is 10 seconds and it has a 20 second cooldown.
Icon Inventory Weapenchant Feytouched T6 01.png Feytouched Lesser You deal an additional 6% of weapon damage as Psychic Damage. Your encounter powers siphon away 3% of your target's damage. This damage is converted into 3% more damage for you. This effect lasts 10 seconds and may only happen once every 20 seconds.
Normal You deal an additional 7.5% of weapon damage as Psychic Damage. Your encounter powers siphon away 6% of your target's damage. This damage is converted into 6% more damage for you. This effect lasts 10 seconds and may only happen once every 20 seconds.
Greater You deal an additional 9% of weapon damage as Psychic Damage. Your encounter powers siphon away 10% of your target's damage. This damage is converted into 10% more damage for you. This effect lasts 10 seconds and 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.
Pure You deal an additional 15% of weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 10 seconds, may only happen once every 20 seconds.
Transcendent You deal an additional 18% of weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 20 seconds, may only happen once every 20 seconds.
Ep flaming lesser base.png Flaming Lesser You deal an additional 6% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 2% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.
Normal You deal an additional 7.5% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 3.5% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.
Greater You deal an additional 10% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.
Perfect You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 6.5% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.
Pure You deal an additional 14% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 9% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times and each stack increases all damage you deal to the target by 1%.
Transcendent additional 17% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 11% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times and each stack increases all damage you deal to the target by 1%. When you reach the third stack the target receives a AoE Fire attack. This AoE attack cannot be applied more then once every 20 seconds.
Ep frost lesser base.png Frost Lesser You deal an additional 6% of weapon damage as Cold damage with every swing and reduce player foe's Recovery by 15% or disables non-player foes for 4 seconds. his last 4 seconds and cannot be applied more than once every 20 seconds.
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.
Pure You deal an additional 14% of weapon damage as Cold damage with every swing, reduces player foe's Recovery by 35% or disables non-player foes for 4 seconds, and reduces foe Deflection by 35%. This lasts 4 seconds and cannot be applied more than once every 20 seconds.
Transcendent You deal an additional 16% of weapon damage as Cold damage with every swing, reduces player foe's Recovery by 35% or disables non-player foes for 4 seconds, and reduces foe Deflection by 35%. This lasts 4 seconds and cannot be applied more than once every 20 seconds.
Ep holyavenger lesser base.png Holy Avenger Lesser You deal an additional 10% of weapon damage as Radiant damage with your powers and have a 5% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.
Normal You deal an additional 14% of weapon damage as Radiant damage with your powers and have a 10% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.
Greater You deal an additional 16% of weapon damage as Radiant damage with your powers and have a 15% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.
Perfect You deal an additional 20% of weapon damage as Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.
Pure You deal additional Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 20% while healing them for 15 seconds. The amount of damage and healing is scaled to your level. This effect can only activate every 45 seconds.
Transcendent You deal an additional 30% of weapon damage as Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 20% while healing them for 15 seconds. The amount of damage and healing is scaled to your weapon. Any blow you land during this time will do 7.5% more radiant damage, The amount of damage and healing is scaled to your weapon. This effect can only activate every 45 seconds.
Ep lifedrinker lesser base.png Lifedrinker Lesser You deal an additional 5% of weapon damage as Necrotic damage with your powers, and increase you life steal chance by 1%.
Normal You deal an additional 6.5% of weapon damage as Necrotic damage with your powers, and increase you life steal chance by 2%.
Greater You deal an additional 9% of weapon damage as Necrotic damage with your powers, and increase you life steal chance by 3%.
Perfect You deal an additional 13% of weapon damage as Necrotic damage with your powers, and increase your life steal chance by 4%.
Pure You deal an additional 14% of weapon damage as Necrotic damage with your powers, and increase your life steal chance by 4% and severity by 10%.
Transcendent You deal and additional 15% of weapon damage as Necrotic damage with your powers, and increase your life steal chance by 5% and severity by 20%.
Ep lightning lesser base.png Lightning Lesser You deal 10% weapon damage as Lightning damage with every strike.
Normal You deal 14% weapon damage as Lightning damage with every strike. This damage chains up to 2 times at a 50% chance for each chain.
Greater You deal 18% weapon damage as Lightning damage with every strike. This damage chains up to 3 times at a 50% chance for each chain.
Perfect You deal 24% weapon damage as Lightning damage with every strike. This damage chains up to 3 times at a 50% chance for each chain.
Pure You deal additional 28% Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. All damage is scaled to your level.
Transcendent You deal 7% weapon damage as Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do 33% more lightning damage.
Ep plaguefire lesser base.png Plague Fire This enchantment comes from Nightmare Lockboxes, the Corrupted Strongbox of Enchantments and the Draconic Strongbox of Enchantments. It does not have a lesser rank.
Normal You deal an additional 8% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 2% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their defense by 5%. This effect stacks up to 3 times.
Greater (Fire) You deal an additional 9% of weapon damage as Fire damage with your powers. Additionally you burn your fore for 3% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their defense by 10%. This effect stacks up to 3 times.
Perfect You deal an additional 10% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 4% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their defense by 15%. This effect stacks up to 3 times.
Pure You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their Defense by 15% and Power by 5%. This effect stacks up to 3 times.
Transcendent You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their Defense by 15% and Power by 5%. This effect stacks up to 3 times. When you reach the third stack the target recieves (sic) a AoE attack. This AoE attack cannot be applied more then (sic) once every 20 seconds.
Icon Inventory Weapenchant Terror T6 01.png Terror Lesser You deal an additional 7% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 10%. This effect cannot be refreshed until it expires.
Normal You deal an additional 9% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 20%. This effect cannot be refreshed until it expires.
Greater You deal an additional 12% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 30%. This effect cannot be refreshed until it expires.
Perfect You deal an additional 15% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 40%. This effect cannot be refreshed until it expires.
Pure You deal an additional 20% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense and Power by 40%.
Transcendent You deal an additional 25% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense and Power by 40%. This effect cannot be refreshed until it expires. You also have a 10% chance to root your target. This root can only occur once every 30 seconds.
Ep vorpal lesser base.png Vorpal Lesser You strike with an additional 12% critical severity. Critical Severity increases the damage your Critical Strikes deal.
Normal You strike with an additional 25% critical severity. Critical Severity increases the damage your Critical Strikes deal.
Greater You strike with an additional 38% critical severity. Critical Severity increases the damage your Critical Strikes deal.
Perfect You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal.
Pure You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal. Your Critical Strikes now reduce your target's Damage Resistance by 2%.
Transcendent You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal. Your Critical Strikes now reduce your target's Damage Resistance by 2% and Damage by 2%

Notes:

  • All of the enchantments that come from lockboxes don't follow the exact same pattern as enchantments that use shards, they always come in a usable format, and do not have a lesser rank.
  • 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 nor Daily Powers.
  • The debuff from the Terror Enchantment lasts for 5 seconds.


Armor Enchantments[edit | edit source]

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 1,296 damage.
When you have three charges of Bolstered Bark your armor absorbs 1,944 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 1,012 damage.
When you have two charges of Bolstered Bark your armor absorbs 2,025 damage.
When you have three charges of Bolstered Bark your armor absorbs 3,037 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Pure
Every 6 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 1,012 damage.
When you have two charges of Bolstered Bark your armor absorbs 2,025 damage.
When you have three charges of Bolstered Bark your armor absorbs 3,037 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Transcendent
Every 6 seconds your armor receives a charge of Bolstered Bark up to a maximum of 4 charges.

When you have one charge of Bolstered Bark your armor absorbs 1,012 damage.
When you have two charges of Bolstered Bark your armor absorbs 2,025 damage.
When you have three charges of Bolstered Bark your armor absorbs 3,037 damage.
When you have four charges of Bolstered Bark your armor absorbs 4,050 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.
Pure When below 60% Health 20% chance when hit to deal Necrotic damage and heal for that amount once every 30s. Damage is Level based.
Transcendent When below 75% Health 20% chance when hit to deal Necrotic damage and heal for that amount once every 30s. 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.
Pure Reflect 4.8% of damage back at attacker.
Transcendent Reflect 5.6% 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[1] You are 200% more resistant to slows and immobilizes. Their duration is reduced. Your stamina Regen is also increased by 30%.
Pure You are 200% more resistant to slows, immobilizes and disables. Their duration is reduced. Your stamina Regen is also increased by 30%.
Transcendent You are 200% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%.
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.

When you receive damage you have a 20% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage and setting them on fire, causing damage over time. The damage of this fireball scales with your level. This effect can only occur once every 30 seconds.
Pure When you receive damage you have a 20% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage. The damage of this fireball scales with your level. This effect can only occur once every 30 seconds.
Transcendent When you receive damage you have a 20% chance to release a fireball at your attacker that explodes, damaging 6 foes within 20' for Fire damage and setting them on fire, causing damage over time. The damage of this fireball scales with your level. This effect can only occur once every 30 seconds.
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% or disabling NPCs for 4s once every 30s
Pure On receiving damage you have a 20% chance to deal Frost damage and reducing player attacker's Recovery by 30% or disabling NPCs. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 30 seconds.
Transcendent On receiving damage you have a 20% chance to deal Frost damage and reduces your attacker's Recovery, Deflect and Power by 35%. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 30 seconds.
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 When receiving damage each hit stacks a 3% increase to your damage resistance for 9 seconds. This effect can stack a maximum of 10 times.
Pure When receiving damage each hit stacks a 3% increase to your damage resistance and a 1% increase to incoming healing for 9 seconds. This effect can stack a maximum of 10 times.
Transcendent When receiving damage each hit stacks a 3% increase to your damage resistance, a 1% increase to incoming healing and a 1% increase too recovery for 9 seconds. This effect can stack a maximum of 10 times.
Ep soulforged lesser base.png Soulforged Lesser When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 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 5,017 and 929 every second for 3 seconds.This effect can only trigger once every 85 seconds.
Greater When you fall in combat your Soulforged armor will resurrect you and heal you for 5,574 and 1,115 every second for 3 seconds.This effect can only trigger once every 80 seconds.
Perfect When you fall in combat your Soulforged armor will resurrect you and heal you for 6,132 and 1,301 every second for 3 seconds.This effect can only trigger once every 75 seconds.
Pure
When you fall in combat your Soulforged armor will resurrect you and heal you for 6,689 and 1,486 every second for 3 seconds.
When you are resurrected you do damage to any foes nearby. This effect can only trigger once every 75 seconds.
Transcendent
When you fall in combat your Soulforged armor will resurrect you and heal you for 7,425 and 1,575 every second for 3 seconds.
When you are resurrected you do damage to any foes nearby and gain a 3 sec CC immunity. This effect can only trigger once every 75 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.
Pure When you receive a critical strike your armor has a 40% chance to deal Lightning damage and stun nearby foes.This effect cannot happen more than once every 30 seconds. Whenever you're hit your foe takes a small amount of spark damage. This effect cannot happen more than once every 10 seconds. All damage scales with your level.
Transcendent When you receive a critical strike your armor has a 40% chance to deal Lightning damage and stun nearby foes. This effect cannot happen more than once every 30 seconds. Whenever you're hit your foe takes a small amount of spark damage. This effect cannot happen more than once every 10 seconds. All damage scales with your level.

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 | edit source]

Note:
  • Please remark that none of the Miscellaneous Enchantments have Shards, but rather come ready as either a Lesser, Normal, or there are only a single or a few ranks. Please note this can result in non-standard refining rules, or the enchantment cannot be refined and upgraded at all.

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 in Weapon Enhancement slots.


Icon Inventory Enchantment Gemfinder T8 01.png Dragon's Hoard [Lesser] Utility Slot: You have a 1% chance after killing a foe to find a Refining Stone at your feet.
[Normal] Utility Slot: You have a 2% chance after killing a foe to find a Refining Stone at your feet.
[Greater] Utility Slot: You have a 3% chance after killing a foe to find a Refining Stone at your feet.
[Dragon's Hoard Enchantment, Rank 11] Utility Slot: You have a 4% chance after killing a foe to find a Refining Stone at your feet.
[Dragon's Hoard Enchantment, Rank 12] Utility Slot: You have a 5% chance after killing a foe to find a Refining Stone at your feet.

Notes:


Icon Inventory Enchantment Fey T8 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.
[Fey Blessing Enchantment, Rank 11] Utility Slot: You have a 4?% 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.
[Fey Blessing Enchantment, Rank 12] Utility Slot: You have a 5?% 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; Shards of it do not 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. Similar rules apply for the normal (R9), greater (R10), etc.


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.


Icon Inventory Enchantment Salvage T5.png Salvage [Salvager's Enchantment, Rank 5] Utility Slot: You have 1% chance after killing a foe to find a bag of salvage. Multiple copies of this Enchantment increase the chance of finding salvage.
[Salvager's Enchantment, Rank 6] Utility Slot: You have 2% chance after killing a foe to find a bag of salvage. Multiple copies of this Enchantment increase the chance of finding salvage.
[Salvager's Enchantment, Rank 7] Utility Slot: You have 3% chance after killing a foe to find a bag of salvage. Multiple copies of this Enchantment increase the chance of finding salvage.

Notes:

  • Description: The original enchantment was made by a wizard working for pirates from the Nelanther Isles to help them glean salvageable items from wrecked ships.
  • The Salvager's Enchantment has a maximum rank of 7, and no ranks below 5.


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.
[Tenebrous Enchantment, Rank 11] Offense Slot: When striking a foe you have a chance to deal 4% of your current Hit Points in Necrotic damage.
[Tenebrous Enchantment, Rank 12] Offense Slot: When striking a foe you have a chance to deal 5% 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 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. Similar rules apply for the normal (R9), greater (R10), etc.


Icon Inventory Enchantment Tranquil T1 01.png Tranquil [Lesser] Defense Slot: When you are struck by an attack you have a chance to gain 1,080 hit points.
[Normal] Defense Slot: When you are struck by an attack you have a chance to gain 1,485 hit points.
[Greater] Defense Slot: When you are struck by an attack you have a chance to gain 1,755 hit points.
[Tranquil Enchantment, Rank 11] Defense Slot: When you are struck by an attack you have a chance to gain 2,160 hit points.
[Tranquil Enchantment, Rank 12] Defense Slot: When you are struck by an attack you have a chance to gain 2,565 hit points.

Notes:

  • The HP gain depends on the player level. The values displayed are for player level 70.

Runestones[edit | edit source]

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 | edit source]

Image Name Slot Enhancement Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9 Rank 10 Rank 11 Rank 12
R arcane base.png Arcane Offense Recovery 20 40 70 100 140 180 190 250 330 430 550 700
Defense Deflection 20 40 70 100 140 180 190 250 330 430 550 700
R eldritch base.png Eldritch Offense Armor Penetration 20 40 70 100 140 180 190 250 330 430 550 700
Defense Companion Influence 2 4 5 6 7 8 8.5 9 9.5 10 11 12
R empowered base.png Empowered Offense Power 20 40 70 100 140 180 190 250 330 430 550 700
Defense Maximum Hit Points 80 160 280 400 560 720 760 1000 1320 1720 2200 2800
R profane base.png Profane Offense Critical Strike 20 40 70 100 140 180 190 250 330 430 550 700
Defense Defense 20 40 70 100 140 180 190 250 330 430 550 700
R training base.png Training Offense XP Bonus 3 4 2.5 6 7.5 9 11 12 13 15 17 20
Defense XP Bonus 3 4 2.5 6 7.5 9 11 12 13 15 17 20

Epic Runestones[edit | edit source]

Image Name Rank Effect
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.

Offense Slot: +305 Power.
Defense Slot: +305 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.

Offense Slot: +370 Power.
Defense Slot: +370 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.

Offense Slot: +455 Power.
Defense Slot: +455 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.

Offense Slot: +560 Power.
Defense Slot: +560 Defense.

[Bonding Runestone, Rank 11] 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.

Offense Slot: +685 Power.
Defense Slot: +685 Defense.

[Bonding Runestone, Rank 12] 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.

Offense Slot: +840 Power.
Defense Slot: +840 Defense.

Ep indomitable lesser base.png Indomitable [Lesser] Offense Slot: Your pet's powers that target foes deal 10% additional damage over 3 seconds as physical damage.
[Normal] Offense Slot: Your pet's powers that target foes deal 20% additional damage over 3 seconds as physical damage.
[Greater] Offense Slot: Your pet's powers that target foes deal 30% additional damage over 3 seconds as physical damage.
[Indomitable Runestone, Rank 11] Offense Slot: Your pet's powers that target foes deal 40% additional damage over 3 seconds as physical damage.
[Indomitable Runestone, Rank 12] Offense Slot: Your pet's powers that target foes deal 50% additional damage over 3 seconds as physical damage.
Icon Inventory Runestone Serene T1 01.png Serene [Lesser] Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 224 hit points at Companion Rank 40. This effect scales with Companion Rank.
[Normal] Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 447 hit points at Companion Rank 40. This effect scales with Companion Rank.
[Greater] Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 661 hit points at Companion Rank 40. This effect scales with Companion Rank.
[Serene Runestone, Rank 11] Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 778 hit points at Companion Rank 40. This effect scales with Companion Rank.
[Serene Runestone, Rank 12] Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 933 hit points at Companion Rank 40. This effect scales with Companion Rank.

Notes:

  • The lockbox runestones: Indomitable (Nightmare Lockbox) and Serene (Feywild Lockbox) come as a lesser of rank 8 and thus do not have a perfect rank. This is also confirmed via the Game Files. This is because the lesser stone is already rank 8 and rank 10 (greater) is the maximum. In module 6: Elemental Evil the maximum rank is raised to 12, however the new ranks are simply called ', Rank 11' and ', Rank 12'.
  • Normals have no prefix in-game but the prefix Normal is used here to differentiate between ranks of stones and avoid confusion.
  • The image is for the lesser version, higher ranks add flair to this base look
  • Bonding Runestones come slotted in companions bought from the Zen store.
  • Companion's Gift from Bonding Runestones lasts 20 seconds and has a 20 seconds ICD after ends. Multiple Companion's Gift stacks independently.

Gallery[edit | edit source]

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