Enchanting System
First of all, you will require an item called Enchantment Focus which is sold within the Laboratory in the Lower Ward. To open up the enchanting UI, you need to use the Enchantment Focus near an enchanting bench.
You will also need the Feat
☀Craft Magical Arms and Armor
By default, weapons have 8 points to spend on enchantments, and other item types have 10 points as a base. Up to 2 more points can be added via Crafting. The max weapon point allotment is 10, and the max armor and accessory allotment is 12.
Existing attributes on dropped items maintain their point values. For instance, a Belt of Fire Giant Strength (+5 STR) drops with 5/10 allotment points already used. For enchantments not listed, the default point cost is 2, with some exceptions.
Individual enchantments require a combination of gold, gems, and essences in order to enchant.
Enchantment Bonus
Can be added to melee weapons, ranged weapons, ammo, and throwing weapons.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Enchantment Bonus +1 | 0 | 300gp | - | - |
Enchantment Bonus +2 | 0 | 500gp | Faint Power Essence | - |
Enchantment Bonus +3 | 1 | 1000gp | Weak Power Essence | Diamond (Flawed) |
Enchantment Bonus +4 | 2 | 3000gp | Glowing Power Essence | Diamond |
Enchantment Bonus +5 | 3 | 5000gp | Radiant Power Essence | Diamond (Flawless) |
Attack Bonus
Can be added to gloves.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Attack Bonus +1 | 0 | 300gp | - | - |
Attack Bonus +2 | 0 | 500gp | Faint Power Essence | - |
Attack Bonus +3 | 1 | 1000gp | Weak Power Essence | Diamond (Flawed) |
Attack Bonus +4 | 2 | 3000gp | Glowing Power Essence | Diamond |
Attack Bonus +5 | 3 | 5000gp | Radiant Power Essence | Diamond (Flawless) |
Elemental Damage
Can be added to melee weapons, ammo, gloves, and throwing weapons
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Fire Damage 1d4 | 1 | 500gp | Faint Fire Essence | - |
Fire Damage 2d4 | 2 | 1,000gp | Weak Fire Essence | Rubellite (Flawed) |
Fire Damage 2d6 | 3 | 3,000gp | Glowing Fire Essence | Rubellite |
Fire Damage 3d6 | 4 | 5,000gp | Radiant Fire Essence | Rubellite (Flawless) |
Cold Damage 1d4 | 1 | 500gp | Faint Water Essence | - |
Cold Damage 2d4 | 2 | 1,000gp | Weak Water Essence | Waterstone (Flawed) |
Cold Damage 2d6 | 3 | 3,000gp | Glowing Water Essence | Waterstone |
Cold Damage 3d6 | 4 | 5,000gp | Radiant Water Essence | Waterstone (Flawless |
Acid Damage 1d4 | 1 | 500gp | Faint Earth Essence | - |
Acid Damage 2d4 | 2 | 1,000gp | Weak Earth Essence | Vanadi (Flawed) |
Acid Damage 2d6 | 3 | 3,000gp | Glowing Earth Essence | Vanadi |
Acid Damage 3d6 | 4 | 5,000gp | Radiant Earth Essence | Vanadi (Flawless) |
Electric Damage 1d4 | 1 | 500gp | Faint Air Essence | - |
Electric Damage 2d4 | 2 | 1,000gp | Weak Air Essence | Indicol (Flawed) |
Electric Damage 2d6 | 3 | 3,000gp | Glowing Air Essence | Indicol |
Electric Damage 3d6 | 4 | 5,000gp | Radiant Air Essence | Indicol (Flawless) |
Sonic Damage 2d4 | 3 or 2 (glitchy) | 500gp | Weak Air Essence | Schorl (Flawed) |
Sonic Damage 2d6 | 4 | 1,000gp | Glowing Air Essence | Schorl |
Non-resistable Damage
Can be added to melee weapons, ammo, gloves, and throwing weapons
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Magic Damage 1d6 | 4 | 5,000gp | Radiant Power Essence | Opal (Flawless) |
Divine Damage 1d6 | 4 | 5,000gp | Radiant Power Essence | Sapphire (Flawless) |
Negative Damage 1d6 | 4 | 5,000gp | Radiant Death Essence | Black Sapphire (Flawless) |
Damage vs. Alignment
Can be added to melee weapons, ammo, gloves, and throwing weapons
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
+1d6 damage vs. Evil | 1 | 300gp | Faint Good Essence | - |
+2d6 damage vs. Evil | 2 | 500gp | Weak Good Essence | White Saltwater Pearl (Flawed) |
+1d6 damage vs. Good | 1 | 300gp | Faint Evil Essence | - |
+2d6 damage vs. Good | 2 | 500gp | Weak Evil Essence | Black Sapphire (Flawed) |
+1d6 damage vs. Chaos | 1 | 300gp | Faint Law Essence | - |
+2d6 damage vs. Chaos | 2 | 500gp | Weak Law Essence | Angel Tears (Flawed) |
+1d6 damage vs. Law | 1 | 300gp | Faint Chaos Essence | - |
+2d6 damage vs. Law | 2 | 500gp | Weak Chaos Essence | Black Opal (Flawed) |
Keen
Can be added to melee weapons and throwing weapons. (Ammo is an option, but the enchantment will not take.)
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Keen | 1 | 300gp | - | Black Diamond (Flawed) |
Vampiric Regen
Can be added to melee weapons, ammo, gloves, and throwing weapons.
(BUG NOTE: Vamp Regen can be placed on gloves, but it will not work properly due to a bug.)
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Vampiric Regen +1 | 1 | 500gp | - | Bloodstone (Flawed) |
Vampiric Regen +2 | 2 | 1000gp | Faint Death Essence | Bloodstone |
Vampiric Regen +3 | 3 | 3000gp | Weak Death Essence | Bloodstone (Flawless) |
AC Bonus
Can be added to Melee, Ranged, and Throwing weapons, as well as armor, shields, belts, cloaks, bracers, gloves, helms, amulets, and rings.
AC or Armor Bonus costs less points on Armor and Shields, with +5 costing 3 points, instead of the normal 5 points on everything else.
The type of AC granted is dependent on the item. Most accessories give deflection AC. Weapons give shield AC. Amulets give Natural AC.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
AC Bonus +1 | 1/0 | 300gp | - | - |
AC Bonus +2 | 2/0 | 500gp | Faint Power Essence | - |
AC Bonus +3 | 3/1 | 1,000gp | Weak Power Essence | Jasmal (Flawed) |
AC Bonus +4 | 4/2 | 3,000gp | Glowing Power Essence | Jasmal |
AC Bonus +5 | 5/3 | 5,000gp | Radiant Power Essence | Jasmal (Flawless) |
On Hit Effects
Can be added to melee weapons, thrown weapons, ammunition, and gloves.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Blindness 25% / 1 rnds @ 16 DC | 1 | 500gp | Faint Death Essence | Sunstone(Flawed) |
Blindness 25% / 2 rnds @ 20 DC | 2 | 1000gp | Weak Death Essence | Sunstone |
Blindness 25% / 3 rnds @ 24 DC | 3 | 3000gp | Glowing Death Essence | Sunstone (Flawless) |
Hold 25% / 1 rnds @ 16 DC | 1 | 500gp | Faint Power Essence | Labradorite (Flawed) |
Hold 25% / 2 rnds @ 20 DC | 2 | 1000gp | Weak Power Essence | Labradorite |
Hold 25% / 3 rnds @ 24 DC | 3 | 3000gp | Glowing Power Essence | Labradorite (Flawless) |
Silence 25% / 1 rnds @ 16 DC | 1 | 500gp | Faint Power Essence | Moonstone (Flawed) |
Silence 25% / 2 rnds @ 20 DC | 2 | 1000gp | Weak Power Essence | Moonstone |
Silence 25% / 3 rnds @ 24 DC | 3 | 3000gp | Glowing Power Essence | Moonstone (Flawless) |
Slow 25% / 2 rnds @ 15 DC | 1 | 500gp | Faint Earth Essence | Eyestone (Flawed) |
Slow 50% / 2 rnds @ 20 DC | 2 | 1000gp | Weak Earth Essence | Eyestone |
Slow 50% / 3 rnds @ 25 DC | 3 | 3000gp | Glowing Earth Essence | Eyestone (Flawless) |
Doom 25% / 3 rnds @ 24 DC | 1 | 500gp | Faint Earth Essence | Carnelian |
Daze 25% / 3 rnds @ 24 DC | 2 | 1000gp | Weak Earth Essence | Mosstone |
Fear 25% / 1 rnds @ 16 DC | 1 | 500gp | Faint Death Essence | Crown of Silver (Flawed) |
Fear 25% / 1 rnds @ 20 DC | 2 | 1000gp | Weak Death Essence | Crown of Silver |
Fear 25% / 3 rnds @ 24 DC | 3 | 3000gp | Glowing Death Essence | Crown of Silver (Flawless) |
Massive Criticals
Can be added to melee weapons, ranged weapons, and gloves.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Massive Criticals +2d4 | 1 | 500gp | - | Jargoon (Flawed) |
Massive Criticals +3d6 | 2 | 1000gp | Faint Fire Essence | Jargoon |
Mighty
Can be added to ranged weapons
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Mighty +1 | 1 | 300gp | Faint Earth Essence | - |
Mighty +2 | 2 | 500gp | Weak Earth Essence | - |
Mighty +3 | 3 | 1000gp | Weak Earth Essence | Aquamarine (Flawed) |
Mighty +4 | 4 | 3000gp | Glowing Earth Essence | Aquamarine |
Mighty +5 | 5 | 5000gp | Radiant Earth Essence | Aquamarine (Flawless) |
Bonus Hit Points
Can be added to armor, shields, and boots.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Bonus Hit Points +10 | 1 | 500gp | Faint Earth Essence | Bloodstonen (Flawed) |
Bonus Hit Points +20 | 2 | 1000gp | Weak Earth Essence | Bloodstone |
Bonus Hit Points +30 | 3 | 3000gp | Glowing Earth Essence | Bloodstone (Flawless) |
Resistances
Can be added to cloaks, armor, shields, and boots.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Acid Resistance 5/- | 1 | 300gp | Faint Earth Essence | |
Acid Resistance 10/- | 2 | 500gp | Weak Earth Essence | Jargoon (Flawed) |
Acid Resistance 15/- | 3 | 1000gp | Glowing Earth Essence | Jargoon |
Acid Resistance 20/- | 4 | 3000gp | Radiant Earth Essence | Jargoon (Flawless) |
Fire Resistance 5/- | 1 | 300gp | Faint Fire Essence | |
Fire Resistance 10/- | 2 | 500gp | Weak Fire Essence | Starlite (Flawed) |
Fire Resistance 15/- | 3 | 1000gp | Glowing Fire Essence | Starlite |
Fire Resistance 20/- | 4 | 3000gp | Radiant Fire Essence | Starlite (Flawless) |
Cold Resistance 5/- | 1 | 300gp | Faint Water Essence | |
Cold Resistance 10/- | 2 | 500gp | Weak Water Essence | Jacinth (Flawed) |
Cold Resistance 15/- | 3 | 1000gp | Glowing Water Essence | Jacinth |
Cold Resistance 20/- | 4 | 3000gp | Radiant Water Essence | Jacinth (Flawless) |
Electric Resistance 5/- | 1 | 300gp | Faint Air Essence | |
Electric Resistance 10/- | 2 | 500gp | Weak Air Essence | Tarine (Flawed) |
Electric Resistance 15/- | 3 | 1000gp | Glowing Air Essence | Tarine |
Electric Resistance 20/- | 4 | 3000gp | Radiant Air Essence | Tarine (Flawless) |
Spell Resistance
This can be added to armor, shields, and cloaks.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Spell Resistance 14 | 2 | 500gp | Weak Power Essence | Black Opal (Flawed) |
Spell Resistance 18 | 3 | 1000gp | Glowing Power Essence | Black Opal |
Spell Resistance 22 | 4 | 3000gp | Radiant Power Essence | Black Opal (Flawless) |
Regeneration
This can be added to armor, and shields.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Regeneration +1 | 3 | 1000gp | Weak Life Essence | Sunstone (Flawed) |
Regeneration +2 | 5 | 5000gp | Radiant Life Essence | Sunstone (Flawless) |
Reduced Weight
This can be added to armor and shields.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
50% Reduced Weight | 0 | 300gp | Faint Air Essence | - |
99% Reduced Weight | 1 | 500gp | Weak Air Essence | Mosstone |
Skill Bonus
See below for what skills can be added to what items.
Enchantment | Point Value | Gold | Essence | Gem | Add To: |
---|---|---|---|---|---|
Hide +5 | 1 | 500gp | Faint Earth Essence | Black Opal (Flawed) | Armor |
Hide +10 | 2 | 1000gp | Weak Earth Essence | Black Opal | Armor |
Move Silently +5 | 1 | 500gp | Faint Water Essence | Black Opal (Flawed) | Armor |
Move Silently +10 | 2 | 1000gp | Weak Water Essence | Black Opal | Armor |
Tumble +5 | 1 | 500gp | Faint Air Essence | Black Opal (Flawed) | Boots |
Heal +5 | 1 | 500gp | - | Pyrope (Flawed) | Gloves, Bracers |
Craft Weapon +5 | 1 | 500gp | - | Imperial Topaz (Flawed) | Gloves, Bracers |
Craft Armor +5 | 1 | 500gp | - | Imperial Topaz (Flawed) | Gloves, Bracers |
Craft Traps +5 | 1 | 500gp | - | Labradorite (Flawed) | Gloves, Bracers |
Craft Alchemy +5 | 1 | 500gp | - | Savorite (Flawed) | Gloves, Bracers |
Open Lock +5 | 1 | 500gp | - | Moonstone (Flawed) | Gloves, Bracers |
Disable Device +5 | 1 | 500gp | - | White Topaz (Flawed) | Gloves, Bracers |
Sleight of Hand +5 | 1 | 500gp | - | Black Opal (Flawed) | Gloves, Bracers |
Set Traps +5 | 1 | 500gp | - | Imperial Topaz (Flawed) | Gloves, Bracers |
Intimidate +5 | 1 | 500gp | - | Scaragos (Flawed) | Helms |
Diplomacy +5 | 1 | 500gp | - | Emerald (Flawed) | Helms |
Bluff +5 | 1 | 500gp | - | Zessar (Flawed) | Helms |
Search +5 | 1 | 500gp | - | White Topaz (Flawed) | Helms |
Spot +5 | 1 | 500gp | - | Rutilar (Flawed) | Helms |
Listen +5 | 1 | 500gp | - | Rutilar (Flawed) | Helms |
Spellcraft +5 | 1 | 500gp | - | Opal (Flawed) | Helms |
Concentration +5 | 1 | 500gp | - | White Topaz (Flawed) | Helms |
Taunt +5 | 1 | 500gp | - | Bloodstone (Flawed) | Helms |
Survival +5 | 1 | 500gp | - | Vanadi (Flawed) | Helms |
Perform +5 | 1 | 500gp | Faint Power Essence | Star Sapphire (Flawed) | Instruments |
Ability Bonus
Strength Bonus
This can be added to belts.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Strength +1 | 1 | 300gp | Faint Fire Essence | - |
Strength +2 | 2 | 500gp | Weak Fire Essence | - |
Strength +3 | 3 | 1000gp | Weak Fire Essence | Aquamarine (Flawed) |
Strength +4 | 4 | 3000gp | Glowing Fire Essence | Aquamarine |
Strength +5 | 5 | 5000gp | Radiant Fire Essence | Aquamarine (Flawless) |
Dexterity Bonus
This can be added to belts and gloves.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Dexterity +1 | 1 | 300gp | Faint Air Essence | - |
Dexterity +2 | 2 | 500gp | Weak Air Essence | - |
Dexterity +3 | 3 | 1000gp | Weak Air Essence | Heliodor (Flawed) |
Dexterity +4 | 4 | 3000gp | Glowing Air Essence | Heliodor |
Dexterity +5 | 5 | 5000gp | Radiant Air Essence | Heliodor (Flawless) |
Constitution Bonus
This can be added to boots.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Constitution +1 | 1 | 300gp | Faint Life Essence | - |
Constitution +2 | 2 | 500gp | Weak Life Essence | - |
Constitution +3 | 3 | 1000gp | Weak Life Essence | Scaragos (Flawed) |
Constitution +4 | 4 | 3000gp | Glowing Life Essence | Scaragos |
Constitution +5 | 5 | 5000gp | Radiant Life Essence | Scaragos (Flawless) |
Intelligence Bonus
This can be added to helms.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Intelligence +1 | 1 | 300gp | Faint Power Essence | - |
Intelligence +2 | 2 | 500gp | Weak Power Essence | - |
Intelligence +3 | 3 | 1000gp | Weak Power Essence | Beryl (Flawed) |
Intelligence +4 | 4 | 3000gp | Glowing Power Essence | Beryl |
Intelligence +5 | 5 | 5000gp | Radiant Power Essence | Beryl (Flawless) |
Wisdom Bonus
This can be added to amulets.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Wisdom +1 | 1 | 300gp | Faint Earth Essence | - |
Wisdom +2 | 2 | 500gp | Weak Earth Essence | - |
Wisdom +3 | 3 | 1000gp | Weak Earth Essence | Cesian (Flawed) |
Wisdom +4 | 4 | 3000gp | Glowing Earth Essence | Cesian |
Wisdom +5 | 5 | 5000gp | Radiant Earth Essence | Cesian (Flawless) |
Charisma Bonus
This can be added to cloaks.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Charisma +1 | 1 | 300gp | Faint Water Essence | - |
Charisma +2 | 2 | 500gp | Weak Water Essence | - |
Charisma +3 | 3 | 1000gp | Weak Water Essence | Emerald (Flawed) |
Charisma +4 | 4 | 3000gp | Glowing Water Essence | Emerald |
Charisma +5 | 5 | 5000gp | Radiant Water Essence | Emerald (Flawless) |
Saving Throws
See below for what saving throws can be added to what items.
Enchantment | Point Value | Gold | Essence | Gem | Add To: |
---|---|---|---|---|---|
Saving Throw (Reflex) +4 | 2 | 500gp | Faint Power Essence | Labradorite (Flawed) | Boots |
Saving Throw (Fortitude) +4 | 2 | 500gp | Faint Power Essence | Bloodstone (Flawed) | Belt |
Saving Throw (Will) +4 | 2 | 500gp | Faint Power Essence | Moonstone (Flawed) | Helm |
Bonus Spell Slots
Spell slots can be added to almost any equippable items, you can only add a single spell slot this way, from spell level 1-6. Trying to add another one will overwrite previous spell slot.
Enchantment | Point Value | Gold | Essence | Gem | Add to: |
---|---|---|---|---|---|
Bard Spell Slots | Star Sapphire | Weapon, Gloves, Jewelry, Armor | |||
Cleric/Favored Soul Spell Slots | Sapphire | Weapon, Gloves, Jewelry, Armor | |||
Druid/Spirit Shaman/Ranger Spell Slots | Mosstone | Weapon, Gloves, Jewelry, Armor | |||
Paladin Spell Slots | White Pearl | Weapon, Gloves, Jewelry, Armor | |||
Wizard/Sorcerer Spell Slots | Amethyst | Weapon, Gloves, Jewelry, Armor |
Spells
See below for what spells can be added to what items.
Enchantment | Point Value | Gold | Essence | Gem | Add To: |
---|---|---|---|---|---|
Expeditious Retreat 1/Charge | 1 | 300gp | - | Indicol (Flawed) | Boots |
Bless Weapon 1/Charge | 1 | 500gp | Faint Good Essence | Jade (Flawed) | Amulets, Rings |
Cure Light Wounds 1/Charge | 1 | 500gp | Faint Life Essence | Pyrope (Flawed) | Amulets, Rings |
Entangle 1/Charge | 1 | 500gp | Faint Life Essence | Vanadi (Flawed) | Amulets, Rings |
Magic Missile 1/Charge | 2 | 500gp | Faint Power Essence | Opal (Flawed) | Amulets, Rings |
Protection From Alignment 1/Charge | 2 | 500gp | Faint Power Essence | Jade (Flawed) | Amulets, Rings (clerics,favored souls only) |
Inflict Light Wounds 1/Charge | 1 | 500gp | Faint Death Essence | Crown of Silver (Flawed) | Amulets, Rings |
Cure Moderate Wounds 1/Charge | 2 | 500gp | Weak Life Essence | Pyrope (Flawed) | Amulets, Rings |
Darkness 1/Charge | 1 | 500gp | - | Chalcedony (Flawed) | Amulets, Rings |
Identify 1/Charge | 1 | 500gp | - | White Topaz (Flawed) | Amulets, Rings |
Invisibility 1/Charge | 2 | 500gp | Faint Power Essence | Black Opal (Flawed) | Amulets, Rings |
Knock 1/Charge | 1 | 500gp | Faint Water Essence | Black Opal (Flawed) | Amulets, Rings |
Melf's Acid Arrow 1/Charge | 2 | 500gp | Faint Earth Essence | Vanadi (Flawed) | Amulets, Rings |
Ghostly Visage 1/Charge | 1 | 500gp | Faint Power Essence | Opal (Flawed) | Amulets, Rings |
See Invisibility 1/Charge | 1 | 500gp | Faint Power Essence | Rutilar (Flawed) | Amulets, Rings |
Container Weight Reduction
Can be added to containers.
Enchantment | Point Value | Gold | Essence | Gem |
---|---|---|---|---|
Container Weight Reduction -20% | 1 | 300gp | Faint Power Essence | - |
Container Weight Reduction -40% | 2 | 500gp | Weak Power Essence | - |
Container Weight Reduction -60% | 3 | 1000gp | Weak Power Essence | Black Diamond (Flawed) |
Container Weight Reduction -80% | 4 | 3000gp | Glowing Power Essence | Black Diamond |
Container Weight Reduction -100% | 5 | 5000gp | Radiant Power Essence | Black Diamond (Flawless) |
Bonus Feats
See below for which feats can be added to which item types.
Enchantment | Point Value | Gold | Gem | Add to: |
---|---|---|---|---|
Alertness | 1 | 500gp | Rutilar | Ranged Weapons, Helm, Amulet, Ring |
Combat Casting | 1 | 500gp | Opal | Instrument, Glove, Bracer, Amulet, Ring |
Curse Song | 2 | 500gp | Crown of Silver, Faint Death Essence | Instrument, Helm, Amulet, Ring |
Deflect Arrows | 2 | 500gp | Indicol | Melee Weapons, Glove, Bracer |
Dodge | 2 | 500gp | Schorl | Ranged Weapons, Boots |
Extended Rage | 1 | 500gp | Pyrope | Belt, Glove, Bracer, Amulet |
Extra Music | 1 | 500gp | Zessar | Instrument, Helm, Amulet, Ring |
Extra Rage | 1 | 500gp | Jacinth | Belt, Glove, Bracer, Amulet |
Extra Turning | 1 | 500gp | Jade | Glove, Bracer, Amulet |
Dash | 1 | 500gp | Imperial Topaz | Ranged Weapons, Boots |
Extra Wild Shape | 1 | 500gp | Savorite | Belt, Amulet, Ring |
Point Blank Shot | 1 | 500gp | Rutilar | Ranged Weapons, Helm, Amulet, Ring |
Spell Focus: Abjuration | 1 | 500gp | Amethyst | Instrument, Glove, Bracer, Amulet, Ring |
Spell Focus: Conjuration | 1 | 500gp | Crystal | Instrument, Glove, Bracer, Amulet, Ring |
Spell Focus: Divination | 1 | 500gp | Black Pearl | Instrument, Glove, Bracer, Amulet, Ring |
Spell Focus: Enchantment | 1 | 500gp | Green Quartz | Instrument, Glove, Bracer, Amulet, Ring |
Spell Focus: Evocation | 1 | 500gp | Fire Opal | Instrument, Glove, Bracer, Amulet, Ring |
Spell Focus: Illusion | 1 | 500gp | Rainbow Obsidian | Instrument, Glove, Bracer, Amulet, Ring |
Spell Focus: Necromancy | 1 | 500gp | Chalcedony | Instrument, Glove, Bracer, Amulet, Ring |
Spell Penetration | 1 | 500gp | Jargoon | Instrument, Glove, Bracer, Amulet, Ring |
Cleave | 2 | 500gp | Rainbow Obsidian (Flawed) | Armor, Shield, Amulet, Ring, Gauntlet/Bracer, |
Power Attack | 1 | 500gp | Rainbow Obsidian (Flawed) | Armor, Shield, Amulet, Ring, Gauntlet/bracer, |
Two-Weapon Fighting | 1 | 500gp | Green Quartz (Flawed) | Armor, Shield, Amulet, Ring, Gauntlet/bracer |
Two-Weapon Defense | 2 | 500gp | Green Quartz | Armor, Shield, Amulet, Ring, Gauntlet/bracer |
Arcane Defense (Evocation) | 1 | 500gp | No gems | Armor, Shield, Amulet, Ring, Belt, Gauntlet/Bracer, Helmet |
Blooded | 1 | 500gp | Savorite (flawed) | Belt, Amulet, Ring |
Sneak Attack +1d6 | 2 | 500gp | Carnelion | Gauntlets, Amulet, Ring |
Artist | 1 | 500gp | Green Quartz (Flawed) | Gauntlets, Amulet, Ring |
Bullheaded | 1 | 500gp | Zessar (flawed) | Gauntlets, Helmet, Amulet, Ring |
Improved Initiative | 1 | 500gp | Green Quartz (Flawed) | Gauntlets, Helmet, Amulet, Ring |
Toughness | 2 | 500gp | Saltwater Pearl - Black (flawed) | Gauntlets, Helmet, Amulet, Ring |
Arcane Defense (Abjuration) | 1 | 500gp | No gems | Gauntlets, Amulet, Ring |
Arcane Defense (Conjuration) | 1 | 500gp | No gems | Gauntlets, Amulet, Ring |
Arcane Defense (Enchantment) | 1 | 500gp | No gems | Gauntlets, Amulet, Ring |
Arcane Defense (Illusion) | 1 | 500gp | No gems | Gauntlets, Amulet, Ring |
Arcane Defense (Necromancy) | 1 | 500gp | No gems | Gauntlets, Amulet, Ring |
Arcane Defense (Divination) | 1 | 500gp | No gems | Gauntlets, Amulet, Ring |
Track | 1 | 500gp | Mosstone (Flawed) | Gauntlets, Amulet, Ring |
Old Enchanting System
Below are the details of the old enchanting system. It has been deactivated; the following information is no longer current.
Weapons
Enhancement Bonus
- +1 EB: 200 gold, obsidian, faint air essence. Requires caster level 3.
- +2 EB: 400 gold, amethyst, faint power and faint air essences. Requires caster level 6.
- +3 EB: 600 gold, emerald, faint power and weak air essences. Requires caster level 9.
- +4 EB: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
- +5 EB: 1000 gold, blue diamond, glowing power and radiant air essences. Requires caster level 15.
Elemental Damage
- Acid, 1d4: 200 gold, malachite, faint earth essence. Requires caster level 5.
- Acid, 1d6: 400 gold, emerald, weak earth essence. Requires caster level 10.
- Fire, 1d4: 200 gold, fire agate, faint fire essence. Requires caster level 5.
- Fire, 1d6: 400 gold, ruby, weak fire essence. Requires caster level 10.
- Cold, 1d4: 200 gold, fluorspar, faint water essence. Requires caster level 5.
- Cold, 1d6: 400 gold, sapphire, weak water essence. Requires caster level 10.
- Electrical, 1d4: 200 gold, amethyst, faint air essence. Requires caster level 5.
- Electrical, 1d6: 400 gold, topaz, weak air essence. Requires caster level 10.
Other
- Keen: 600 gold, topaz, glowing earth essence. Requires caster level 9.
- Vampiric Regeneration +1 (melee only): 400 gold, bloodstone, weak fire and weak power essences. Requires caster level 7. (glowing power essence for natural weapons)
- Vampiric Regeneration +3 (melee only): 800 gold, ruby, glowing fire and glowing power essences. Requires caster level 11.
On-Hit Properties
- Hold, 50% @ DC 20: 1000 gold, diamond, weak power essence. Requires caster level 15.
- Slow, 50% @ DC 20: 1000 gold, alexandrite, faint power essence. Requires caster level 15.
- Blindness, 50% @ DC 20: 1000 gold, emerald, weak power essence. Requires caster level 15.
- Doom, 50% @ DC 20: 1000 gold, penalope, faint power essence. Requires caster level 15.
- Deafness, 50% @ DC 20: 1000 gold, fluorspar, faint air essence. Requires caster level 15.
- Daze, 50% @ DC 20: 1000 gold, fire agate, faint fire essence. Requires caster level 15.
- STR Poison, DC 20: 1000 gold, greenstone, weak water essence. Requires caster level 15.
- Level Drain, DC 20: 1000 gold, fire opal, glowing power essence. Requires caster level 15. (Currently bugged, and will have DC 18 instead)
- Wounding, DC 20: 1000 gold, ruby, weak fire essence. Requires caster level 15.
- Silence, 50% @ DC 20: 1000 gold, adventurine, weak power essence. Requires caster level 15.
- Fear, 50% / 2 rounds @ DC 20: 1000 gold, Ruby, faint power essence. Requires caster level 15.
Skills
- Perform, +5 (instruments only): 400 gold, star sapphire, glowing power essence. Requires caster level 5.
Armor & Shield
Armor Class (Armor, Shield)
- +1 AC: 200 gold, obsidian, faint earth essence. Requires caster level 3.
- +2 AC: 400 gold, adventurine, faint power and faint earth essences. Requires caster level 6.
- +3 AC: 600 gold, emerald, faint power and weak earth essences. Requires caster level 9.
- +4 AC: 800 gold, sapphire, weak power and glowing earth essences. Requires caster level 12.
- +5 AC: 1000 gold, king's tear, glowing power and radiant earth essences. Requires caster level 15.
Extra Hit Points
- +10 HP: 200 gold, bloodstone, faint earth essence. Requires caster level 5.
- +20 HP: 400 gold, sapphire, weak earth essence. Requires caster level 10.
- +30 HP: 600 gold, diamond, glowing earth essence. Requires caster level 15.
Elemental Resistance
- Acid 5: 200 gold, penalope, faint earth essence. Requires caster level 3.
- Acid 10: 400 gold, greenstone, weak earth essence. Requires caster level 7.
- Acid 15: 600 gold, king's tear, glowing earth essence. Requires caster level 11.
- Fire 5: 200 gold, fire agate, faint fire essence. Requires caster level 3.
- Fire 10: 400 gold, ruby, weak fire essence. Requires caster level 7.
- Fire 15: 600 gold, beljuril, glowing fire essence. Requires caster level 11.
- Cold 5: 200 gold, fluorspar, faint water essence. Requires caster level 3.
- Cold 10: 400 gold, sapphire, weak water essence. Requires caster level 7.
- Cold 15: 600 gold, diamond, glowing water essence. Requires caster level 11.
- Electrical 5: 200 gold, obsidian, faint air essence. Requires caster level 3.
- Electrical 10: 400 gold, topaz, weak air essence. Requires caster level 7.
- Electrical 15: 600 gold, jacinth, glowing air essence. Requires caster level 11.
Spell Resistance
- SR 14: 200 gold, amethyst, weak power and glowing fire essences. Requires caster level 7.
- SR 18: 400 gold, sapphire, glowing power and radiant fire essences. Requires caster level 11.
- SR 22: 600 gold, beljuril, radiant power and radiant fire essences. Requires caster level 15.
Other
- Fast Healing 1: 400 gold, greenstone, weak power essence. Requires caster level 10.
- Weight -50%: 200 gold, penalope, weak air essence. Requires caster level 5.
Skills
- Hide, +5: 400 gold, fire opal, weak water essence. Requires caster level 5.
- Hide, +10: 800 gold, rogue stone, glowing water essence. Requires caster level 10.
- Move Silently, +5: 400 gold, fire opal, weak water essence. Requires caster level 5.
- Move Silently, +10: 800 gold, rogue stone, glowing water essence. Requires caster level 10.
Amulets
Armor Class (Natural)
- +1 AC: 200 gold, adventurine, faint power essence. Requires caster level 3.
- +2 AC: 400 gold, adventurine, weak power essence. Requires caster level 6.
- +3 AC: 600 gold, topaz, weak power essence. Requires caster level 9.
- +4 AC: 800 gold, emerald, glowing power essence. Requires caster level 12.
- +5 AC: 1000 gold, blue diamond, radiant power essence. Requires caster level 15.
Wisdom
- +1 WIS: 200 gold, bloodstone, faint fire essence. Requires caster level 3.
- +2 WIS: 400 gold, amethyst, faint power and faint fire essences. Requires caster level 6.
- +3 WIS: 600 gold, alexandrite, faint power and weak fire essences. Requires caster level 9.
- +4 WIS: 800 gold, emerald, weak power and glowing fire essences. Requires caster level 12.
- +5 WIS: 1000 gold, beljuril, glowing power and radiant fire essences. Requires caster level 15.
Belts
Strength
- +1 STR: 200 gold, obsidian, faint earth essence. Requires caster level 3.
- +2 STR: 400 gold, fire agate, faint power and faint earth essences. Requires caster level 6.
- +3 STR: 600 gold, ruby, faint power and weak earth essences. Requires caster level 9.
- +4 STR: 800 gold, fire opal, weak power and glowing earth essences. Requires caster level 12.
- +5 STR: 1000 gold, king's tear, glowing power and radiant earth essences. Requires caster level 15.
Dexterity
- +1 DEX: 200 gold, amethyst, faint air essence. Requires caster level 3.
- +2 DEX: 400 gold, adventurine, faint power and faint air essences. Requires caster level 6.
- +3 DEX: 600 gold, topaz, faint power and weak air essences. Requires caster level 9.
- +4 DEX: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
- +5 DEX: 1000 gold, star sapphire, glowing power and radiant air essences. Requires caster level 15.
Saving Throw (Fortitude)
- +4 Fortitude: 200 gold, bloodstone, weak power essence. Requires caster level 5.
Boots
Constitution
- +1 CON: 200 gold, malachite, faint water essence. Requires caster level 3.
- +2 CON: 400 gold, obsidian, faint power and faint water essences. Requires caster level 6.
- +3 CON: 600 gold, emerald, faint power and weak water essences. Requires caster level 9.
- +4 CON: 800 gold, sapphire, weak power and glowing water essences. Requires caster level 12.
- +5 CON: 1000 gold, king's tear, glowing power and radiant water essences. Requires caster level 15.
Saving Throw (Reflex)
- +4 Reflex: 200 gold, malachite, weak power essence. Requires caster level 5.
Skills
- Tumble, +5: 400 gold, alexandrite, weak water essence. Requires caster level 5.
Cast Spell
- Expeditious Retreat, 1/day: 200 gold, malachite, faint air essence. Requires caster level 7.
Cloaks
Charisma
- +1 CHA: 200 gold, amethyst, faint fire essence. Requires caster level 3.
- +2 CHA: 400 gold, adventurine, faint power and faint fire essences. Requires caster level 6.
- +3 CHA: 600 gold, fire opal, faint power and weak fire essences. Requires caster level 9.
- +4 CHA: 800 gold, sapphire, weak power and glowing fire essences. Requires caster level 12.
- +5 CHA: 1000 gold, star sapphire, glowing power and radiant fire essences. Requires caster level 15.
Armor Class (Deflection)
- +1 AC: 200 gold, fluorspar, faint power essence. Requires caster level 3.
- +2 AC: 400 gold, penalope, weak power essence. Requires caster level 6.
- +3 AC: 600 gold, ruby, weak power essence. Requires caster level 9.
- +4 AC: 800 gold, emerald, glowing power essence. Requires caster level 12.
- +5 AC: 1000 gold, rogue stone, radiant power essence. Requires caster level 15.
Rings
Armor Class (Deflection)
- +1 AC: 200 gold, malachite, faint power essence. Requires caster level 3.
- +2 AC: 400 gold, fire agate, weak power essence. Requires caster level 6.
- +3 AC: 600 gold, greenstone, weak power essence. Requires caster level 9.
- +4 AC: 800 gold, ruby, glowing power essence. Requires caster level 12.
- +5 AC: 1000 gold, rogue stone, radiant power essence. Requires caster level 15.
Gauntlets & Bracers
Armor Class (Armor AC on bracers, Deflection AC on gauntlets)
- +1 AC: 200 gold, obsidian, faint power essence. Requires caster level 3.
- +2 AC: 400 gold, amethyst, weak power essence. Requires caster level 6.
- +3 AC: 600 gold, alexandrite, weak power essence. Requires caster level 9.
- +4 AC: 800 gold, topaz, glowing power essence. Requires caster level 12.
- +5 AC: 1000 gold, jacinth, radiant power essence. Requires caster level 15.
Dexterity
- +1 DEX: 200 gold, amethyst, faint air essence. Requires caster level 3.
- +2 DEX: 400 gold, adventurine, faint power and faint air essences. Requires caster level 6.
- +3 DEX: 600 gold, topaz, faint power and weak air essences. Requires caster level 9.
- +4 DEX: 800 gold, sapphire, weak power and glowing air essences. Requires caster level 12.
- +5 DEX: 1000 gold, star sapphire, glowing power and radiant air essences. Requires caster level 15.
Attack Bonus
- +1 AB: 200 gold, bloodstone, faint power essence. Requires caster level 3.
- +2 AB: 400 gold, penalope, weak power essence. Requires caster level 6.
- +3 AB: 600 gold, greenstone, weak power essence. Requires caster level 9.
- +4 AB: 800 gold, alexandrite, glowing power essence. Requires caster level 12.
- +5 AB: 1000 gold, canary diamond, radiant power essence. Requires caster level 15.
Elemental Damage
- Acid, 1d4: 200 gold, malachite, faint earth essence. Requires caster level 5.
- Acid, 1d6: 400 gold, emerald, weak earth essence. Requires caster level 10.
- Fire, 1d4: 200 gold, fire agate, faint fire essence. Requires caster level 5.
- Fire, 1d6: 400 gold, ruby, weak fire essence. Requires caster level 10.
- Cold, 1d4: 200 gold, fluorspar, faint water essence. Requires caster level 5.
- Cold, 1d6: 400 gold, sapphire, weak water essence. Requires caster level 10.
- Electrical, 1d4: 200 gold, amethyst, faint air essence. Requires caster level 5.
- Electrical, 1d6: 400 gold, topaz, weak air essence. Requires caster level 10.
Skills
- Heal, +5: 400 gold, bloodstone, weak power essence. Requires caster level 5.
- Parry, +5: 400 gold, adventurine, weak power essence. Requires caster level 5.
- Craft Weapon, +5: 400 gold, ruby, weak earth essence. Requires caster level 5.
- Craft Armor, +5: 400 gold, topaz, weak earth essence. Requires caster level 5.
- Craft Traps, +5: 400 gold, sapphire, weak earth essence. Requires caster level 5.
- Craft Alchemy, +5: 400 gold, fire opal, weak power essence. Requires caster level 5.
- Open Lock, +5: 400 gold, garnet, weak power essence. Requires caster level 5.
- Disable Device, +5: 400 gold, emerald, weak power essence. Requires caster level 5.
- Sleight of Hand, +5: 400 gold, penalope, weak power essence. Requires caster level 5.
- Set Traps, +5: 400 gold, greenstone, weak power essence. Requires caster level 5.
Helmets
Intelligence
- +1 INT: 200 gold, adventurine, faint water essence. Requires caster level 3.
- +2 INT: 400 gold, penalope, faint power and faint water essences. Requires caster level 6.
- +3 INT: 600 gold, topaz, faint power and weak water essences. Requires caster level 9.
- +4 INT: 800 gold, fire opal, weak power and glowing water essences. Requires caster level 12.
- +5 INT: 1000 gold, canary diamond, glowing power and radiant water essences. Requires caster level 15.
Saving Throw (Will)
- +4 Will: 200 gold, fluorspar, weak power essence. Requires caster level 5.
Skills
- Intimidation, +5: 400 gold, malachite, weak fire essence. Requires caster level 5.
- Diplomacy, +5: 400 gold, amethyst, weak power essence. Requires caster level 5.
- Bluff, +5: 400 gold, obsidian, weak power essence. Requires caster level 5.
- Search, +5: 400 gold, fluorspar, weak power essence. Requires caster level 5.
- Spot, +5: 400 gold, sapphire, weak power essence. Requires caster level 5.
- Listen, +5: 400 gold, alexandrite, weak power essence. Requires caster level 5.
- Spellcraft, +5: 400 gold, penalope, weak power essence. Requires caster level 5.
- Concentration, +5: 400 gold, emerald, weak power essence. Requires caster level 5.
- Taunt, +5: 400 gold, fire agate, weak fire essence. Requires caster level 5.
- Survival, +5: 400 gold, adventurine, weak power essence. Requires caster level 5.
Containers
Weight Reduction
- -20% Weight: 400 gold, obsidian, faint power essence. Requires caster level 5.
- -40% Weight: 800 gold, fluorspar, faint power essence. Requires caster level 10.
- -60% Weight: 1200 gold, topaz, weak power essence. Requires caster level 15.
- -80% Weight: 1600 gold, sapphire, glowing power essence. Requires caster level 20.
- -100% Weight: 2000 gold, jacinth, radiant power essence. Requires caster level 25.