Enchanting adds a stat line to a piece of equipment. Unlike reinforcing, it cannot destroy the item - the worst outcome is a weak roll.
How a roll works
The scroll decides which attribute you get. The roll only decides how big it is. There is one scroll family per attribute, so an enchant is never a lottery over which stat lands.
Materials:
| Material | Role |
|---|---|
| Scroll of ... (one family per attribute) | Picks the attribute. Comes in five tiers by the item's level band |
| Enchant Powder | Mandatory fuel, several per attempt |
| Enchant Supplement | Optional, and it is the interesting one |
The value lands in one of five bands. Without the supplement you can roll the four lower bands, with the top band unreachable. With the supplement, every band shifts up one: the worst outcome is erased and the best band becomes reachable. The odds keep the same shape either way - the supplement moves the whole ladder rather than improving your chances within it.
Enchanters roll better
An Enchanter's trade perks apply to every scroll enchant they make, at the NPC or away from it: a chance to land one band higher, a chance of a free supplement effect, a chance to get the powder or the scroll back, and at trade level 10 the worst band cannot roll at all. Enchanters also get an Enchant skill in the Skills tab that opens this window anywhere. The numbers are on the Professions page.
Where the materials come from
| Material | Where it comes from |
|---|---|
| Elite Blood | The ten open-world mini-bosses, guaranteed on a kill. It has no other source |
| Blank Papyrus | The Magic Merchant, 1,200 gold |
| Scroll of ... | Crafted by an Enchanter from Elite Blood and Blank Papyrus - 2 + 1 for tier I, 4 + 2 for tier II, and 6 + 3, 8 + 4 and 10 + 5 for tiers III to V, which also take Red and Mana Herb Roots |
| Enchant Powder | The Magic Merchant, for gold |
| Enchant Supplement | Crafted by an Enchanter from trade level 3 |
| Enchant Crystal (opens the second slot) | Talos drops a Talos Core; 1 Core + 12 Craft Gemstone III crafts an Enchant Crystal Box, which opens into 10 crystals |
Only scroll tiers I and II can be crafted yet. They cover item levels 1-20 and 21-40, which is the whole of the current level cap. Tiers III, IV and V open when the cap moves.
None of this is sold for real money: the Enchant Crystal and gear-upgrade items are not on the Item Mall shelf.
The ten attributes
STR VIT INT WIS ACC EVA HP MP CRI ATSPEED
Not every attribute fits every slot: each equipment type permits its own subset, usually four to six of the ten. Masks cannot be enchanted at all - a mask is a cosmetic piece, with no stats and no set bonus.
Scroll tiers follow the item's level, not yours: tier I covers level 1 to 20, II 21 to 40, III 41 to 50, IV 51 to 75 and V 76 to 100.
The second slot
An item can carry two enchant lines. The second is opened by a special crystal rather than by a scroll:
- it consumes no scroll and no powder
- it always rolls with the improved distribution, as if a supplement had been used
- nothing compares the two slots, so the same attribute can sit in both
Each slot overwrites itself unconditionally. You cannot pick which slot an attempt targets, and a new roll replaces the old one whether or not it is better.
Unidentified options
There is a third, separate affix system, and it is the most common one in the game. Every item above Normal grade rolls a hidden option when it drops; the Identify window reveals it.
- The stat pool is wider than enchanting's - it includes movement speed, which enchanting cannot give.
- The weights differ by armour family, so a robe boot and a plate boot roll differently.
- An item that shows as sealed has not been identified yet.
- Crafted SET rings and necklaces can be identified.
- Rings and necklaces have no fixed HP, MP, movement speed, attack speed, critical or defence. Critical and attack speed on an accessory come only from its identify roll. The exceptions are the God Point rank accessories - the Insignia of Merit rings, the Supreme Insignia of Merit and the Commander's Medallion - which carry fixed VIT, WIS, HP and MP. See Gods of War.
- The window says when the item has to be in your bag before it will work, and identifying an item that already carries an option shows you the result.
The Rune of Reappraisal
A rune returns an identified item to unidentified, ready for an Identify Scroll to roll its option again. That is the only way to re-roll an option you do not want.
- A re-sealed item reports itself as unidentified, so the next scroll works normally.
- Using a rune on an item you have not identified yet tells you so.
Where to go next
- Reinforcing - the risky one
- Tome of Power - where a well-rolled item pays a second time
Reviewed 2026-10-16
