Enchanting (Enderal)

**Enchanting** is a workmanship skill that allows the player character to enchant weapons, armor, clothing and jewelry at an Arcane enchanter. The enchantments that can be applied must first be learned by "disenchanting" (analysing) already enchanted items, which will be destroyed in the process. After that, the enchantment can be used on certain types of items. Some enchanted items, like items from armor sets or items with an unique effect, can't be learned. Staves cannot be enchanted or disenchanted.

The skill is governed by the Phasmalist memory tree, but compared to most skills, the memories do not have a profound effect on the skill. As a result, the skill relationship with a memory is quite similar as the Handicraft skill. But there is a nuance. An enchanter or enchanting specialised character can ignore the Phasmalist tree and miss out only one memory which increasing enchanting power. But a character who will specialise in Phasmalism, needs to improve this skill or else is not able to bind a higher levels souls into a talisman and being able to summon them.

The memory section will provide more details regarding the memories.

## Workbench

The only workbench this skill requires is the Arcane enchanter. At this bench, the player can learn new enchanted by studying items with an unknown enchantment and then learn it, while destroying that specific item.

The player can also enchant armour and Weapons here, which requires the specific item, a learned enchantment and Soul Gem determines the power significantly of the enchantment. In the case of armor, clothing and jewelry, the strength of the enchantment is determined by the user's skill and the used Soul Gem for the enchantment. With weapons, the best enchantment is always available, but the used soul gem determines how many charges the weapon has before it is depleted. Stronger weapon enchantments require more energy.

Stronger enchantments make the item more valuable for both weapons and armour. Do note that player characters not having the memory of Arcane Smith, are no longer able to upgrade armour and weapons after enchanting them.

## Classes

There are two affinity classes which provide a bonus to the enchanting skill. These are the classes of Soulcaller and Spectralist, which increase the skill by 5 and 6 levels respectively.

## Memories

As explained in the introduction, the goverment of the Phasmalist memory tree is quite limited, thus are only a few memories make a difference to this skill. The first memory is Wise Enchanter from the Phasmalist tree, with tree tiers that increase enchantments by 10% for each memory point (30% in total). The second memory is Arcane Interfence from the Thaumaturge branch, which boosts enchantments by 10% as well and has one rank. Both memories are quite low in their trees and should be early unlockable.

## Items boosting Enchanting

There two memories that boost the potency of enchantments.

The following items boost the enchanting skills temporarily:

* Any enchanting potion made with the Alchemy skill, with potions having Mana salt being the most potent a player can make. See Enchanting potion for the details.
* Generic enchanting potions, such as Potion of Enchantment and Enchanter's Draught, which boost the power of enchantment by 7% and xx% respectively.

The following items boost the enchanting skill, by raising the level while equipped:

* Arcanist's Backpack increases the skill by 5 levels.
* Cloak of Twilight, a piece of clothing which provides an increase of 11 levels.
* Hand of the Wandering Mage, pair of heavy armor gauntlets which increase the skill by 9 levels.

## List of all enchanting effects

In the table below, you can find the list of all enchantments, their effects, and on which types of equipment they can be applied:

**Type effect**

* Attribute: boosts a character attribute such as carrying capacity, mana, or mana regeneration.
* Combat: deals elemental damage, lowers stamina and mana, or inflicts other effects, such as paralysis.
* Fortify: effects other improvements, such as dealing more damage, or lowering mana costs for spells.

**Equipment types** are amulets, arm protection, body armor, footwear, headgear, rings, shields, or weapons.

**Learning items** are the items that can be disenchanted to learn that enchantment. There are usually more items with a certain enchantment, but the example items should be the easiest items to acquire. The maximum amount of items for one effect should be three items.

.

**Mage skills**
Elementalism • Entropy • Light Magic • Mentalism • Psionics

**Rogue skills**
Alchemy • Light armor •
Lockpicking • Marksman • Rhetoric • Sleight of Hand • Sneak

**Warrior skills**
Block • Heavy armor • One-handed • Two-handed

**Other skills**
Cooking • **Enchanting** • Handicraft • Lycanthropy • Phasmalims

**Combat skills**
Elementalism • Entropy • Light Magic • Mentalism • Psionics • Block • Heavy armor • Light armor • One-handed • Two-handed • Marksman • Sneak

**Workmanship skills**
Alchemy • Cooking • **Enchanting** • Handicraft • Lockpicking • Rhetoric • Sleight of Hand