Enchanting
Enchanting takes gear apart and puts the power back in: break unwanted pieces into arcane materials, then spend them on a permanent stat bonus for a piece you mean to keep. Breaking and enchanting need no station and no trainer, and anyone can start on day one; only its three trainer recipes ask more, the two charms and the Lucent Reagent, taught and worked at the toolworks.
- Skill cap
- 125
- Station
- No station needed
- Specialization
- Skill 75: 20% material discount
Gear apart, power back in
Every enchant is known from the start, anyone can disenchant from day one, and neither ever needs a station; the skill caps at 125 like every craft. The one taught corner of the trade is three recipes, all Tinker Gizzel's at the toolworks in the southwest corner of Eastbrook Square, and all worked at that station: the two charms, the Gatherer's Cache and the Artisan's Eye, for the ordinary tier fee once your Enchanting reaches 25, and above them the Lucent Reagent, the apex tier's own material, at 75.
On the ring it sits between Inscription and Jewelcrafting, so its two pair identities are the Arcanist (Inscription and Enchanting) and the Gembinder (Enchanting and Jewelcrafting). Neither can be sworn yet: both neighbor crafts now work their own ladders (Inscription at the apothecary, Jewelcrafting at the forge), but neither pair has an oath quest yet. So today Enchanting climbs as everyone's craft: free to the rare tier before any oath, and a natural hobby pick for a Bombardier or an Apothecary. Enchanters also keep the gathering world running: the two slottable tool effects are Enchanter work, and an original crafter recharges their own effects at a discount, deeper still once specialized.
How enchanting levels
Three actions move the skill: disenchanting a piece, applying an enchant, and crafting the two charm recipes, which climb the ordinary crafting curve. The third taught recipe, the Lucent Reagent, is the exception: at skill 75 it sits above the rare ceiling every enchanter works under (Enchanting has no oath pair, so it is never a major), and a recipe above your ceiling teaches nothing, so craft it for the reagent, not the points. Each success is worth up to one point, scaled by how serious the work is: the rarity of the piece you break, or the reagent tier of the enchant you apply. Common disenchants and dust-only enchants score as common work; uncommon disenchants and essence enchants as uncommon; rare disenchants and every Runed or Greater enchant as rare; epic and legendary disenchants, and every Lucent enchant, rank higher still on the table, though no enchanting identity today reaches past the rare rung, so they pay the same as rare work in practice. One honesty rules the breaking bench: a piece that came off a player bench (crafted, signed, or masterworked) still mills into materials but teaches nothing, so a craft-and-break loop levels no one, and the lessons are in world-found gear.
The familiar mastery fade applies on 25-point tiers, so common-grade work goes gray at skill 75, uncommon work at 100, and rare-tier work exactly at the 125 cap. Enchanting also has one kindness of its own: input above your archetype ceiling is rounded down to that ceiling instead of zeroed, so before you attune, an epic disenchant simply scores as rare rather than teaching nothing. If Enchanting ends up dormant behind another identity, breaking and applying score as common work and the climb stalls at 75, while the two charms, riding the crafting curve above the common ceiling, teach a dormant enchanter nothing at all; keep it as your hobby and rare-tier work still pays, just slower past 75.
How crafting works
Open the crafting window (default key T) and every recipe you know is listed with what it needs and what you have on hand. Station-bound recipes ask you to stand within 20 yards of the right station in town, field recipes craft anywhere, and Enchanting's breaking and enchanting need no station at all (only its three trainer recipes are station work, at the toolworks). There is no failure roll: a craft with the materials in hand always succeeds.
Two small frictions keep the economy honest. Every successful craft pays a fee of 2 copper per point of the item's stat budget, and every craft-family action takes real cast time (field crafts near two seconds, harder ladder crafts longer, and disenchant, enchant, salvage, and tool recharge each about a second and a half). Materials, the gold fee, stations, and skill ceilings do the rest; nothing scolds you for working too quickly.
Disenchanting
Disenchanting takes any weapon, armor, or held off-hand piece (an orb, quiver, or the like) of common quality or better and consumes one copy, taking a plain copy before an enchanted one; when only enchanted copies remain, one of those is destroyed, enchant and all. Common and uncommon pieces mill down into a rolled handful of Chime Dust, a little richer for rarer and higher-level pieces; from rare up the yield changes shape, exactly one Chime Essence from a rare piece or one Chime Shard from an epic or legendary one, plus a typed secondary keyed to what the piece was made of.
| Quality | Material |
|---|---|
| Common | Chime Dust |
| Uncommon | Chime Dust |
| Rare | Chime Essence |
| Epic | Chime Shard |
| Legendary | Chime Shard |
Typed secondaries
The typed secondaries follow the material: cloth armor yields Resonant Thread, leather Resonant Hide, mail Resonant Links, melee weapons Resonant Steel, and staves, wands, bows, and crossbows Resonant Timber. A rare piece gives exactly 1; an epic or legendary piece gives 1 or 2. Rings, necklaces, and held off-hands have no armor class or weapon family, so they yield only the primary material.
Mind the fine print: the Resonant secondaries bind on trade, so each can change hands exactly once, straight from the breaker to the enchanter who will burn it. Dust, Essence, and Shards carry no such string and move like any other trade good.
| Broken from | Material |
|---|---|
| Cloth | Resonant Thread |
| Leather | Resonant Hide |
| Resonant Links | |
| Melee weapons | Resonant Steel |
| Staves, wands, bows, and crossbows | Resonant Timber |
Enchants
Enchants come in four tiers. The base tier runs on Chime Dust (with a little Essence at the high end) and covers the weapon slot, the off hand, and every armor slot, with enough stat-axis options that every build finds something for each slot: shields and held caster off hands take a Stamina enchant of their own, so no equipped slot is enchant dead. The Greater tier costs one Chime Shard plus Essence: stronger bonuses on the highest-impact slots. Shards feed three more sinks besides: the two charm recipes at five apiece, the top rung of tool-effect recharges, and the Lucent tier, where the weapon and chest enchants take one each and the Infusion two, so bank a few before you spend.
Between them sit the five Runed enchants, one consumer per typed secondary, so nothing you mill is ever a dead end: Runed Edge (weapon, Strength, consumes Resonant Steel), Runed Sigil (weapon, Intellect, Resonant Timber), Runed Weave (chest, Spirit, Resonant Thread), Runed Hide (legs, Agility, Resonant Hide), and Runed Links (helmet, Stamina, Resonant Links). Each also takes two Chime Essence; where a slot and stat have both a base and a Greater enchant, the Runed bonus lands between them, while Runed Weave is the strongest chest Spirit enchant outright and Runed Hide is the only legs Agility enchant at all. The exact bonuses are all in the table below.
Above the ordinary lower tiers sits the Lucent tier, the capstone ordinary work of the craft: Enchanting 100 for the four, 125 for the Infusion, shown in the Skill column below. Each one takes a Lucent Reagent, and each adds one more step on its own slot: the weapon (a Might and a Spellpower option), the chest, and the boots. The last of them, the Lucent Infusion, takes hold only on a piece that has been Perfected: Perfecting is the wearer's own work, not the enchanter's, and the Professions page tells how a piece earns it.
Last Flame's Zeal is a separate raid formula, not a free ordinary enchant. Learn its tradable formula at Enchanting 100 before applying it. Each application uses 3 Cores of the Last Flame and 2 Chime Shards; the formula can drop in the Crucible or be bought from its quartermaster for one core. Its melee proc and weapon-speed rules are shown in full below.
| Enchant | Slot | Tier | Skill | Materials | Bonus |
|---|---|---|---|---|---|
| Last Flame's ZealFormula required | Main Hand | Greater | 100 | Core of the Last Flame x3Chime Shard x2 | Your landed melee attacks can grant 50 Strength for 15 sec and heal you for 200 health. Healing modifiers apply. Each hit rolls 1% per 0.6 sec of the striking weapon's base speed. No internal cooldown. Each hand has its own buff; repeated triggers refresh that hand. Ranged attacks do not trigger this effect. Wolf Form uses its 1 sec base swing speed instead. |
| Weapon Etching: Might | Main Hand | Base | 0 | Chime Dust x5 | +2 Strength |
| Weapon Etching: Spellpower | Main Hand | Base | 0 | Chime Dust x5 | +2 Intellect |
| Offhand Etching: Stamina | Off Hand | Base | 0 | Chime Dust x5 | +3 Stamina |
| Helmet Etching: Fortitude | Helmet | Base | 0 | Chime Dust x5 | +3 Stamina |
| Necklace Etching: Spirit | Neck | Base | 0 | Chime Dust x3 | +3 Spirit |
| Shoulder Etching: Agility | Shoulder | Base | 0 | Chime Dust x5 | +2 Agility |
| Chest Etching: Stamina | Chest | Base | 0 | Chime Dust x3Chime Essence x2 | +4 Stamina |
| Belt Etching: Stamina | Waist | Base | 0 | Chime Dust x5 | +3 Stamina |
| Leg Etching: Stamina | Legs | Base | 0 | Chime Dust x3Chime Essence x2 | +3 Stamina |
| Glove Etching: Agility | Gloves | Base | 0 | Chime Dust x5 | +3 Agility |
| Glove Etching: Spellpower | Gloves | Base | 0 | Chime Dust x5 | +3 Intellect |
| Boot Etching: Agility | Feet | Base | 0 | Chime Dust x3 | +2 Agility |
| Ring Etching: Spirit | Finger | Base | 0 | Chime Dust x3 | +2 Spirit |
| Weapon Etching: Agility | Main Hand | Base | 0 | Chime Dust x5 | +2 Agility |
| Helmet Etching: Intellect | Helmet | Base | 0 | Chime Dust x3Chime Essence x2 | +4 Intellect |
| Helmet Etching: Reinforcement | Helmet | Base | 0 | Chime Dust x3Chime Essence x1 | +15 Armor |
| Necklace Etching: Intellect | Neck | Base | 0 | Chime Dust x3 | +2 Intellect |
| Necklace Etching: Agility | Neck | Base | 0 | Chime Dust x3 | +2 Agility |
| Shoulder Etching: Strength | Shoulder | Base | 0 | Chime Dust x5 | +2 Strength |
| Shoulder Etching: Intellect | Shoulder | Base | 0 | Chime Dust x5 | +2 Intellect |
| Chest Etching: Spirit | Chest | Base | 0 | Chime Dust x3Chime Essence x2 | +4 Spirit |
| Chest Etching: Reinforcement | Chest | Base | 0 | Chime Dust x3Chime Essence x2 | +20 Armor |
| Belt Etching: Strength | Waist | Base | 0 | Chime Dust x5 | +3 Strength |
| Belt Etching: Agility | Waist | Base | 0 | Chime Dust x5 | +3 Agility |
| Leg Etching: Intellect | Legs | Base | 0 | Chime Dust x3Chime Essence x2 | +4 Intellect |
| Glove Etching: Strength | Gloves | Base | 0 | Chime Dust x5 | +3 Strength |
| Boot Etching: Strength | Feet | Base | 0 | Chime Dust x3 | +2 Strength |
| Boot Etching: Stamina | Feet | Base | 0 | Chime Dust x3 | +2 Stamina |
| Ring Etching: Strength | Finger | Base | 0 | Chime Dust x3 | +2 Strength |
| Ring Etching: Agility | Finger | Base | 0 | Chime Dust x3 | +2 Agility |
| Ring Etching: Intellect | Finger | Base | 0 | Chime Dust x3 | +2 Intellect |
| Weapon Etching: Greater Might | Main Hand | Greater | 0 | Chime Shard x1Chime Essence x2 | +5 Strength |
| Weapon Etching: Greater Spellpower | Main Hand | Greater | 0 | Chime Shard x1Chime Essence x2 | +5 Intellect |
| Helmet Etching: Greater Fortitude | Helmet | Greater | 0 | Chime Shard x1Chime Essence x2 | +6 Stamina |
| Chest Etching: Greater Stamina | Chest | Greater | 0 | Chime Shard x1Chime Essence x3 | +7 Stamina |
| Leg Etching: Greater Stamina | Legs | Greater | 0 | Chime Shard x1Chime Essence x3 | +6 Stamina |
| Glove Etching: Greater Agility | Gloves | Greater | 0 | Chime Shard x1Chime Essence x2 | +6 Agility |
| Weapon Etching: Runed Edge | Main Hand | Runed | 0 | Chime Essence x2Resonant Steel x1 | +3 Strength |
| Weapon Etching: Runed Sigil | Main Hand | Runed | 0 | Chime Essence x2Resonant Timber x1 | +3 Intellect |
| Chest Etching: Runed Weave | Chest | Runed | 0 | Chime Essence x2Resonant Thread x1 | +5 Spirit |
| Leg Etching: Runed Hide | Legs | Runed | 0 | Chime Essence x2Resonant Hide x1 | +4 Agility |
| Helmet Etching: Runed Links | Helmet | Runed | 0 | Chime Essence x2Resonant Links x1 | +5 Stamina |
| Weapon Etching: Lucent Might | Main Hand | Lucent | 100 | Lucent Reagent x1Chime Shard x1Chime Essence x2 | +6 Strength |
| Weapon Etching: Lucent Spellpower | Main Hand | Lucent | 100 | Lucent Reagent x1Chime Shard x1Chime Essence x2 | +6 Intellect |
| Chest Etching: Lucent Stamina | Chest | Lucent | 100 | Lucent Reagent x1Chime Shard x1Chime Essence x3 | +10 Stamina |
| Boot Etching: Lucent Agility | Feet | Lucent | 100 | Lucent Reagent x1Chime Dust x4 | +3 Agility |
| Lucent InfusionPerfected only | Chest | Lucent | 125 | Lucent Reagent x3Chime Shard x2 | +13 Stamina |
Charms for a gatherer's tools
Enchanting is also where a gatherer's charms come from. Tinker Gizzel teaches both at the Eastbrook toolworks once your Enchanting reaches 25: the Gatherer's Cache, which adds a unit to a harvest, and the Artisan's Eye, which raises the grade of what comes up. Each is crafted once, then slotted into a pick, axe, or sickle, where it spends a charge only on the harvests it actually improves.
The refill is where the trade keeps earning. Charges are restored by whoever owns the tool, not by a visiting enchanter, and the refill costs half the materials when that owner is the enchanter who signed the charm, less again with an Enchanting specialization. So a charm sold across the counter is a single sale, while the charms riding your own tools are the cheap ones to keep running. The full charge and material ladder is on any gathering profession page, under Tool effects.
Salvage
Salvage is the everyman cousin of disenchanting: the same weapons, armor, and held off-hands, no skill required and none gained, returning plain crafting scrap by quality instead of anything arcane. Anyone can do it, enchanter or not. When you hold a piece worth breaking, the choice is simple: from rare up, disenchanting is strictly the better deal, while at common the two yields vendor for about the same, so break toward whichever material you actually need.
| Quality | Material |
|---|---|
| Common | Bone Fragments |
| Uncommon | Linen Scrap |
| Rare | Twitching Spider Leg |
| Epic | Twitching Spider Leg |
| Legendary | Twitching Spider Leg |
Skill gain
Every recipe in the window wears its gain state in the classic colors: orange means full gain, yellow half, green a quarter, gray nothing. The boundaries are exact, every 25 skill is a tier, and a recipe fades one color for each tier it falls below yours.
Because gains are deterministic (a full-gain craft always moves you exactly one point), you can plan a whole climb from the list: work a rung while it is orange, train the next rung as it turns yellow, and never spend materials on a gray craft expecting progress. At the cap of 125 the number stops, but the recipes, the masterwork chance, and the profits keep working.
Masterworks
Every successful craft is exactly what the recipe promises, and sometimes a little more: a masterwork finishes the same piece one quality tier finer, with the bonus stats baked in at craft time. It is add-only, never a downgrade. Ordinary crafting follows its existing gear ladder; the raid-funded Crucible collections are a separate alternative at the current raid tier.
The apex Masterwrought crafts are the one exception, and they pay the same proc a different way. An apex piece already sits at the top of its ladder, so there is no finer tier to finish it in; a masterwork there hands the piece over one rank into Perfecting instead, a free first rank on the four-rank walk the Professions page describes. Nothing is baked into the stats, and the chance and its gates are the ones below.
The chance is published, not mystical: 3% base, plus 1% per tier your skill sits above the recipe, plus 2% when any signed reagent goes in, plus 3% once you are specialized, with higher-tier materials adding 1 to 2% more, all capped at 15%. Only a piece with real stats can improve, so statless commons, tools, and consumables never proc; a dormant craft never produces one, and a hobby craft cannot masterwork past its rare ceiling.
Fine work carries its maker. Rare and better outputs are signed, every copy (Crafted by; gathered materials carry Gathered by), a masterwork is always signed whatever its quality. A signature is provenance, not a lock: signed goods trade, mail, and list on the World Market freely.
Training
Trainer recipes come from the resident masters, taught at their stations. The rule is one line: a master teaches a recipe once your tier in the craft has reached the recipe's own tier, and nothing else gates it, not your level, not your archetype. The gear and consumable ladders run their rungs at skill 0, 25, and 50, and every craft adds one 75-rung intermediate above them, taught at its station (Enchanting's is the Lucent Reagent, beside its two charm recipes on the 25 rung); Engineering's two rod lessons continue its ladder at 75 and 125, so a fresh rung opens as your tiers climb.
Fees are one-time and flat by rung: the starting rung is free, the skill 25 rung costs 25s a recipe, the skill 50 rung 1g 0s, and the 75 and 125 rungs above them carry their own fees, listed beside each recipe in the table. You must stand at the master's actual station to train, and a mobile station never counts. The common field recipes and the six crafted land-tool recipes need no training at all; every character knows them from the start.
Specialization
At skill 75 this craft specializes you, no quest needed: discountable recipe materials cost 20% less from then on, and specialization adds its own bump to the masterwork chance. Raid-core costs are never discounted.
Specialists also learn to take the workshop with them: a specialized crafter can set up a mobile station in the field for ten minutes at a time, so station-bound recipes can be worked at the mine mouth instead of back in town. Its limits are deliberate: it never counts for training with a master or for unbinding a commissioned piece, and it expires on its timer whether or not you used it.
Enchanted copies, provenance, and the market
Applying an enchant spends the reagents and marks one specific copy of the item. Point it at a bagged copy and you get back a distinct enchanted copy; point it at a piece you are already wearing and it is enchanted in place, right where it sits, with no unequip and re-equip dance. Either way the bonus follows that piece forever, through unequips, bank trips, and trades. One enchant per piece: applying a different enchant to an enchanted copy asks for confirmation, then replaces the old enchant outright, destroying it with no refund of its materials. Selling, discarding, and disenchanting all prefer plain copies first, so your finished piece does not get eaten by accident.
Masterwork gear and enchanting are friends: a masterwork piece stays fully enchantable, and the enchant adds on top of the masterwork bonus without disturbing it or the maker's signature. Stacking every source, a signed masterwork carrying a Greater enchant is the best a crafted piece gets, and it still sits below raid loot by design.
On the market, an enchanted or signed piece lists like anything else: it goes up as its own single-copy listing, the tooltip shows the enchant and the maker's mark, and the Ravenpost carries it just as faithfully. The materials remain the steady half of the craft: Dust, Essence, and Shards list freely, listing costs nothing, and the Merchant takes 5 percent of a completed sale only. That makes the two classic enchanter incomes selling materials, and selling finished work: over the market, by raven, or face to face in a trade window.