Enchanting (Items)

## Enchanting (Imbuing)

Enchanting is one of the key parts to equipment progression and customization. It adds modifiers to equipment in a predictable way.
It was later renamed in "Imbuing" but players still commonly refer to it as enchanting.

* Reagents are the items that act as fuel for enchanting. They are harvested from plants and trees, mined from mineral deposits, looted from monster corpses, or crafted from other materials. Each reagent comes with different properties, called power aspects, and an intensity for each property.
* To enchant a piece of equipment, the item must be put into an Imbuing Table together with up to 5 Reagents types. The combined type and intensity of the aspects of the reagents determines the modifier(s) assigned to the item. All reagents are consumed when enchanting. With the exception of Legendary rarity reagents, you will need 5 reagents of one kind in order to get its properties.
* Some kinds of enchanting can be limited to your alignment, to your god progression or only to humans (steampunk technology), but for now this is not implemented.

## Power Aspects and Item Enchantment Categories

Properties associated with different Reagents. For Enchanting, we have different categories of items to enchant. Each of which has its own enchanting options.

## Reagents

Here is the list of all reagents with their properties presented in a sortable table. In case you require a more interactive way of finding the necessary information, have a look at this page.

## Basic Enchanting Walkthrough

First, you need to select an item you want to enchant. For this example, I am going to be using a newly crafted weapon called Primitive Dagger.

Next, check the item to see how many "Socketed Properties" it has available. This represents how many enchantments the item can hold.

In the example case above, we have only one empty socketed property, which means we can put only a single enchantment on it.

Now, we want to place the item in the middle of the Imbuing Table to see what enchantments are available.

For this example, I am going to go ahead and go for an Accuracy Bonus enchant.

The required aspects for each enchant are represented through their symbol. Hovering over the symbol with the cursor will give you the aspect name.

For reference, the Accuracy Enchant requires:
Soul , Transform , Fire , and Order

I am only going for a Tier 1 Accuracy enchantment, so all I need is 2 points in each of the aspects listed above. If you want to obtain a Tier 2 enchantment, you would need 5 points in each of the aspects. Tier 3 will require 10 points in each.

The lesson to learn when enchanting, is that there isn't a single combination of reagents which generates a certain enchant. There are multiple ones, so having a wide collection of reagents will make your life a lot easier. The "Best" combination is the one that you can make more easily, and especially for tier 1 enchants, it will depend on your area.
For example, for this enchant a good basis is the Spider Gland which has both Transform 2  and Order 3 . Spider glands are common drops from all spider type enemies, which are found in many different places.
Then let's see for the Fire  component. A common source of this aspect is the BloodVein plant, extremely common all over the Myr continent. But what if you are not on Myr? Someone on Aerhen could use the Sulphur, which is easily obtained from the Fire Primelings inside the volcano. Both of these have the Fire 2  aspect. Then once this is set, we are only lacking a soul 2. For this example we will use Animated Flesh, obtained from zombies.
Once everything is set, you will see the Accuracy Bonus enchant highlighting.

If you click the Enchant button, the property will now be imbued into the knife.