Enchanting

Enchanting gear is a way to improve the stats of your gear and the way to achieve the best gear at end game. Enchanting your gear requires using **Enchantment Stones** on your gear as well as optional supplements to improve the chances the enchantment will succeed. It can fail, doing so will reduce the enchantment of your gear from its previous level, depending on the level of the gear itself. When the enchant fails, you also lose the enchantment stone as well.

Enchantment Stones can be obtained by **extracting** your gear using a tool from General Goods Vendors as well as from drops and purchased from other players on the Auction House. The level of enchantment stone you receive from extracting can vary a lot and the rarity doesn't affect the level you receive. You can also receive multiple enchantment stones when extracting.

When applying an Enchantment Stone it is very import to know what level stone to use on your gear. The % chance the enchantment will succeed depends on the level of stone you use relative to **both the level and rarity of gear** you are enchanting. The level of gear you are enchanting can either be determined from its tool-tip or for quest rewards the level of the quest you did to obtain it.

### Enchantment Stone Levels for Best Success

The following guide will give approx 80% chance at succeeding an enchantment (without using supplements):

**White Item**

Item's Level +1-10 Levels

**Green Item**

Item's Level +5-15 Levels

**Blue Item**

Item's Level +15-30 Levels

**Yellow Item**

Item's Level +30-40 Levels

For example: Enchanting a level 35 Fabled (yellow) weapon requires an L 65 Enchantment Stone to have the best chance (80%) success.

Note that you must add the existing enchant level to the item level when determining what enchantment stone to use. For example, a level 35 Fabled (yellow) weapon that is already +5 = a level 40 item when enchanting and needs at least a L70 Enchantment Stone.

### Bonuses from Enchanting Levels

The following shows what bonuses come with each enhancement level. Each item can reach a maximum of +15, however penalties for enchanting increase past +10. You can multiply the enchant level by each stat to figure out what improvements will occur.

#### Plate

* Chest = +6 Physical Defense per level
* Legs = +5 Physical Defense per level
* Pauldron = +4 Physical Defense per level
* Gloves = +4 Physical Defense per level
* Boots = +4 Physical Defense per level

#### Chain

* Chest = +5 Physical Defense per level
* Legs = +4 Physical Defense per level
* Pauldron = +3 Physical Defense per level
* Gloves = +3 Physical Defense per level
* Boots = +3 Physical Defense per level

#### Leather

* Chest = +4 Physical Defense per level
* Legs = +3 Physical Defense per level
* Pauldron = +2 Physical Defense per level
* Gloves = +2 Physical Defense per level
* Boots = +2 Physical Defense per level

#### Cloth

* Chest = +3 Physical Defense per level
* Legs = +2 Physical Defense per level
* Pauldron = +1 Physical Defense per level
* Gloves = +1 Physical Defense per level
* Boots = +1 Physical Defense per level

#### Primary

* Polearm = +4 Minimum and Maximum Weapon Damage per level
* Greatsword = +4 Minimum and Maximum Weapon Damage per level
* Bows = +4 Minimum and Maximum Weapon Damage per level
* Staff = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
* Sword = +2 Minimum and Maximum Weapon Damage per level
* Dagger = +2 Minimum and Maximum Weapon Damage per level
* Mace = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
* Orb = +4 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level
* Spellbook = +3 Minimum and Maximum Weapon Damage per level, +10 Magic Boost per level