Enchanting & Skinning
Skin your kills for materials, then spend them at a station to burn powerful effects onto your gear.
Overview
Enchanting allows crafted magical weapons and boosts. Using materials from the Skinning skill, and rare recipe scrolls, an Enchanter can use the Enchanting Station to stamp effects on weapons, armor, jewelry and Pet Equipment.
Skinning
Get an Enchanted Skinning Knife, double-click it, and target a fresh creature corpse. A successful skin drops a material into your pack and marks the corpse carved - the rest of the corpse's loot stays reachable. Each use chips the knife's durability; when it runs out, the knife breaks.
You can gain Skinning skill on any corpse at any level, the same way mining low-grade ore still trains Mining, so low-skill players can grind up on easy creatures without being locked out of gains. Your skill and the creature you carve together set the quality of material you pull.
Once your Skinning passes 100, every point beyond it grants an extra 1% chance to pull two materials from a single skin.
The knife tier matters
The knife is made from a metal, and better metal skins better. Every tier above iron adds +2% success and +2% chance to pull two materials instead of one, and carries more durability - from 50 uses on iron up to 100 on valorite. A valorite knife at high skill is the best-in-slot tool for a dedicated skinner; iron is fine to learn on.
Base skinning success runs from 50% at 0 skill to 100% at 100 skill, with the knife's metal bonus stacked on top.
Where to get a knife: Enchanted Skinning Knives are crafted by Tinkers.
Materials & Catalysts
There are 12 materials, each tied to a family of creatures, and each comes in the four qualities. The quality tier is shown in the name: Crude (Q1), Standard (Q2), Fine (Q3), Pristine (Q4).
| Material | Rough source |
|---|---|
| Venom Sac | Spiders, serpents, scorpions, snakes |
| Carapace Shard | Beetles, terathan, ants, sea beasts |
| Dragon Scale | Dragons, drakes, wyverns, lizards |
| Daemon Ichor | Daemons, balrons, imps |
| Shadow Dust | Liches, wraiths, skeletons and most undead |
| Storm Crystal | Air / earth / poison elementals, harpies |
| Beast Claw | Bears, wolves, big cats, hided beasts |
| Marrow Bone | Skeletal dragons and mounts (plus a bonus drop off any undead) |
| Sinew | Orcs, trolls, ogres, ettins and other humanoids |
| Void Eye | Gazers, cyclops, titans |
| Bile | Slimes, oozes, plague beasts, ophidians |
| Ember Shard | Fire and lava creatures |
Any undead corpse also has a scaling chance to drop a bonus Marrow Bone on top of its normal material - from 10% at Q1 up to 55% at Q4.
Catalysts are the other consumable. Every successful skin has a flat 10% chance to also drop a catalyst matching that corpse's quality. There is one per tier - Rhodium (Q1), Vanadium (Q2), Palladium (Q3), Manganese (Q4) - and every enchant attempt burns one.
Recipes
You cannot apply an enchantment until you have learned its recipe, and recipes are quality-specific: a Keenness Q1 recipe only lets you make Q1 Keenness. Recipe scrolls drop as rare loot, with the tier scaling off the creature you kill.
| Recipe quality | Loot tier | Rough source |
|---|---|---|
| Q1 / Q2 | Rare | Common through wealthy creatures |
| Q3 | Ultra Rare | Filthy-rich and higher creatures |
| Q4 | Mythical | Super bosses and champions |
Double-click a scroll to learn it. Learning is permanent to that character. If you already know it, the scroll is not consumed and tells you so.
Enchanting at the Station
Enchanting happens at an Enchanting Station. Stand next to one, double-click it, and the enchanting menu opens - you need at least 1 Enchanting skill to use it. Pick a known recipe, target the weapon, armor, or jewelry you want it on, and the station does the rest.
Each attempt costs materials and one catalyst, and the roll can fail:
- On success: 3 of each of the recipe's 3 materials (9 materials total) plus 1 catalyst are consumed, and the enchantment is applied.
- On failure: 1 of each of the 3 materials (3 total) plus 1 catalyst are consumed, and nothing is applied. You keep your skill-gain chance either way.
Success is a skill check against Enchanting, with the useful skill window rising by quality. Below the low end you cannot land it; above the high end it is automatic. The windows overlap, so a skilled enchanter can still reliably knock out low-quality work.
| Quality | Skill range |
|---|---|
| Q1 | 0 - 55 |
| Q2 | 30 - 80 |
| Q3 | 60 - 100 |
| Q4 | 85 - 120 |
Normal crafted gear and Pet Equipment hold 1 enchantment. Runic items hold 2. Weapons, armor and jewelry crafted from Perilite and Perilwood can hold 3. If you enchant a full item again, the oldest enchantment is replaced. Enchantment names get tacked onto the item's title in brackets so you can read what is on a piece at a glance.
Weapon Enchantments
Values below are shown Q1 / Q2 / Q3 / Q4. Effects scale with the quality of the enchant, not the item.
| Enchant | What it does | Q1 → Q4 | Materials |
|---|---|---|---|
| Keenness | Flat bonus damage on every hit | +1-2 / +2-3 / +3-5 / +5-8 | Beast Claw, Sinew, Marrow Bone |
| Electric Edge | Chance to zap for 10-20 lightning damage | 4% / 8% / 12% / 16% | Storm Crystal, Dragon Scale, Ember Shard |
| Soul Leech | Heal yourself on hit | 2-3 / 3-5 / 5-8 / 8-12 HP | Daemon Ichor, Shadow Dust, Void Eye |
| Mana Leech | Chance on hit to restore 4 mana | 4% / 8% / 12% / 16% | Void Eye, Shadow Dust, Storm Crystal |
| Bloodletting | Applies a bleed damage-over-time | 1-2×4 / 2-3×5 / 3-5×5 / 5-8×6 | Beast Claw, Sinew, Daemon Ichor |
| Slayer | Bonus damage vs a chosen creature type (Q1/Q2) or whole super-group (Q3/Q4) | +25% / +50% / +25% / +50% | Marrow Bone, Shadow Dust, Void Eye |
| Shattering Strike | Chance to cut the target's armor for 10s | 10%/-5 / 15%/-8 / 20%/-10 / 30%/-15 | Marrow Bone, Carapace Shard, Ember Shard |
| Berserker's Edge | Bonus damage while you are below half HP | +5% / +10% / +15% / +25% | Beast Claw, Daemon Ichor, Ember Shard |
| Silencing Strike | Chance to interrupt the target's spellcast | 4% / 8% / 12% / 16% | Void Eye, Shadow Dust, Storm Crystal |
| Swiftness | Faster swing speed | +4% / +8% / +12% / +16% | Sinew, Storm Crystal, Beast Claw |
| Refreshing Touch | Chance to restore 5 stamina on hit | 5% / 10% / 15% / 20% | Sinew, Beast Claw, Venom Sac |
| Poison Strike | Chance to poison (deadly at Q3+) | 2% / 4% / 6% / 8% | Venom Sac, Bile, Shadow Dust |
| Ichor Blade | Chance to slow the target's attack speed 50% for 10s | 5% / 10% / 15% / 20% | Daemon Ichor, Bile, Void Eye |
Slayer scope: Q1/Q2 lock to one specific creature type you pick when you enchant (spider, daemon, dragon and so on). Q3/Q4 hit a whole super-group instead - Undead, Demon, Reptile, Arachnid, Humanoid, or Elemental.
Casters, note the Wizard Staff. Weapon enchants only go on a real weapon, but the Magic Wizard Staff is a spell-channeling wrestling weapon that counts as one - so it is the intended way to hang weapon enchants on a mage. It drops on death like any other piece of gear.
Armor & Jewelry
Armor and jewelry enchants are defensive and passive - they just work while the piece is worn. Slot rules apply: some go on any armor, some only on the chest, one only on a helmet, and jewelry enchants go on rings, bracelets, necklaces, and earrings.
| Enchant | Effect (Q1 → Q4) | Fits |
|---|---|---|
| Fortification | +3 / +5 / +8 / +12 armor rating | Any armor |
| Magic Ward | -5% / -10% / -15% / -20% spell damage taken | Any armor |
| Feather | Removes the piece's meditation penalty | Any armor |
| Regeneration | +1 / +2 / +3 / +5 HP regen per tick | Chest |
| Stoneskin | Cuts 1 / 2 / 3 / 5 flat damage off each hit (min 1 gets through) | Chest |
| Thorns | Reflects 5% / 10% / 15% / 25% of melee damage back | Chest |
| Immunity | Poison immunity, rising by tier | Chest |
| Iron Will | -10% / -20% / -30% / -50% off stat-debuff duration | Helmet |
| Enchant | Effect (Q1 → Q4) |
|---|---|
| Vitality | +3 / +6 / +9 / +12 max HP |
| Endurance | +3 / +6 / +9 / +12 max stamina |
| Clarity | -5% / -10% / -15% / -20% spell mana cost |
| Mana Font | +1 / +2 / +3 / +5 mana regen per tick |
| Spellbinding | +5 / +10 / +15 / +25 to Resisting Spells (for resist checks only) |
Do enchants fire in PvP? On current builds, enchantment effects trigger against monsters and players alike. If you are theorycrafting a PvP set, test the exact interaction in-game - this behavior has changed over the shard's development.
Pet Equipment
A separate family of 12 enchantments goes on Pet Equipment instead of your own gear. Each is locked to a specific pet-armor slot and grants one pet stat that scales Q1 to Q4, and each piece of Pet Equipment holds a single enchant. The full set is below; how that gear is forged and worn lives on the Pet Equipment page.
| Slot | Enchant | What it boosts |
|---|---|---|
| Arms | Keen Claws | Damage |
| Brawn | Strength | |
| Leech | Life steal | |
| Head | Innate Magic | Spell damage |
| Mindful | Mana | |
| Refreshment | Mana regeneration | |
| Chest | Razorscale | Armor |
| Robust | Health | |
| Fortitude | Health regeneration | |
| Feet | Alacrity | Swing speed |
| Celerity | Dexterity | |
| Steadfast | Stamina regeneration |
Each enchant scales across the four qualities, so a Q4 Brawn is +40 Strength where a Q1 is +10.
Screenshots of the Pet Equipment enchants will be added here.
Tips
- Train Skinning on cheap mobs first - skill gain is never gated, only the loot is.
- Hoard catalysts. They gate every enchant and only drop 10% of the time, so they, not materials, are usually your bottleneck.
- A high-quality enchant needs the matching-quality recipe, materials, and catalyst - line up all three before you sit at the station.
- Perilite and Perilwood gear is worth crafting for the third enchant slot.
- Enchanted gear still breaks and cannot be repaired - see Disenchanting & Durability before you pour your best materials into a piece you plan to melee with all week.