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, and every enchant attempt burns one.
Rhodium (Q1)
Vanadium (Q2)
Palladium (Q3)
Manganese (Q4)
Materials and catalysts stack. Quality is written in the name only (a Pristine Venom Sac is Q4), so read the name, not the colour.
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 table opens - you need at least 1 Enchanting skill to use it.
- Quality - click the Quality field and pick 1 to 4. Q4 is only offered at a Major Enchanting Table.
- Enchantment - click the Enchantment field and pick from the recipes you know at that quality, listed alphabetically. If the list is empty, you have not learned a recipe of that quality yet.
- Materials and catalyst - the three Material slots and the Catalyst slot show a faded picture of what the recipe needs, with a have / need count under each. Once your pack holds enough, the picture turns solid. Nothing to target: the table reads your backpack.
- Item - click the Item slot and target the weapon, armor, jewelry or Pet Equipment you want enchanted. It has to be a type that can take that enchantment. Made a mistake? Close the table and start over.
- Enchant - lights up the roll once every slot is satisfied.
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 |
| 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 one random creature type, rolled when you enchant | +25% / +50% / +75% / +100% | 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: every quality rolls one random creature type when you enchant (spider, daemon, dragon and so on) and the bonus is simply 25% per quality step. Super slayers that cover a whole family come from the Blacksmith Slayer Stone, not from this enchantment.
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
Every enchant below lists its three skinning materials, the same way the weapon table does; the catalyst is always the one that matches the quality you are making. Armor and jewelry enchants are defensive and passive - they just work while the piece is worn. Slot rules apply: some go on any armor, and others are locked to one piece - the chest, the helmet, the gloves, the legs, the arms or the gorget. Jewelry is split by slot: the body enchants (Vitality, Endurance) only go on rings and bracelets, the mind enchants (Clarity, Mana Font) only go on earrings and necklaces, and the rest fit any jewelry. The table says which is which.
| Enchant | Effect (Q1 → Q4) | Fits | Materials |
|---|---|---|---|
| Fortification | +3 / +5 / +8 / +12 armor rating | Any armor | Carapace Shard, Marrow Bone, Dragon Scale |
| Magic Ward | -5% / -10% / -15% / -20% spell damage taken | Any armor | Storm Crystal, Shadow Dust, Void Eye |
| Feather | Removes the piece's meditation penalty | Any armor | Beast Claw, Sinew, Storm Crystal |
| Regeneration | +1 / +2 / +3 / +5 HP regen per tick | Chest | Sinew, Venom Sac, Daemon Ichor |
| Stoneskin | Cuts 1 / 2 / 3 / 5 flat damage off each hit (min 1 gets through) | Chest | Dragon Scale, Carapace Shard, Marrow Bone |
| Thorns | Reflects 5% / 10% / 15% / 25% of melee damage back | Chest | Carapace Shard, Venom Sac, Ember Shard |
| Immunity | Poison immunity, rising by tier | Chest | Venom Sac, Bile, Carapace Shard |
| Iron Will | -10% / -20% / -30% / -50% off stat-debuff duration | Helmet | Marrow Bone, Sinew, Storm Crystal |
| Hit Chance Increase | +5% / +10% / +15% / +20% chance to hit | Gloves | Shadow Dust, Beast Claw, Void Eye |
| Evasion | +5% / +10% / +15% / +20% chance to avoid a melee hit | Legs | Bile, Storm Crystal, Carapace Shard |
| Load Bearing | +50 / +100 / +150 / +200 max weight | Arms | Daemon Ichor, Void Eye, Beast Claw |
| Field Medic | -1 / -2 / -3 / -4 seconds off each Healing bandage (never Veterinary) | Gorget | Void Eye, Dragon Scale, Carapace Shard |
A shield carries its own three, and nothing else can take them.
| Enchant | Effect (Q1 → Q4) | Fits | Materials |
|---|---|---|---|
| Stalwart | +10 / +15 / +20 / +25 to Parrying | Shield | Ember Shard, Marrow Bone, Bile |
| Spell Aegis | -10% / -15% / -20% / -25% spell damage taken | Shield | Venom Sac, Shadow Dust, Storm Crystal |
| Bulwark | +10 / +15 / +20 / +25 armor rating | Shield | Bile, Shadow Dust, Marrow Bone |
Caster-only. Mana Leech is a staff enchant too: it goes on a wizard staff, not on a weapon.
| Enchant | Effect (Q1 → Q4) | Fits | Materials |
|---|---|---|---|
| Hasten Spells | -10% / -15% / -20% / -25% cast time | Wizard staff | Sinew, Ember Shard, Dragon Scale |
| Magnitude | +10% / +15% / +20% / +25% spell damage | Wizard staff | Beast Claw, Daemon Ichor, Dragon Scale |
| Mana Efficiency | -10% / -15% / -20% / -25% spell mana cost | Wizard staff | Carapace Shard, Storm Crystal, Venom Sac |
| Mana Leech | 4% / 8% / 12% / 16% chance on a staff hit to restore 4 mana (PvM only) | Wizard staff | Void Eye, Shadow Dust, Storm Crystal |
For bards - these go on the instrument you play, not on what you wear.
| Enchant | Effect (Q1 → Q4) | Fits | Materials |
|---|---|---|---|
| Siren Song | +10% / +15% / +20% / +25% barding success | Instrument | Storm Crystal, Sinew, Ember Shard |
| Performer | +5% / +10% / +15% / +20% concert mode chance | Instrument | Ember Shard, Daemon Ichor, Shadow Dust |
| Amplifier | +10% / +15% / +20% / +25% Peacemaking and Discordance duration | Instrument | Sinew, Dragon Scale, Marrow Bone |
| Enchant | Effect (Q1 → Q4) | Fits | Materials |
|---|---|---|---|
| Vitality | +3 / +6 / +9 / +12 max HP | Ring, Bracelet | Daemon Ichor, Sinew, Venom Sac |
| Endurance | +3 / +6 / +9 / +12 max stamina | Ring, Bracelet | Sinew, Beast Claw, Carapace Shard |
| Clarity | -5% / -10% / -15% / -20% spell mana cost | Earrings, Necklace | Storm Crystal, Void Eye, Shadow Dust |
| Mana Font | +0.5 / +1 / +1.5 / +2 mana regen per tick | Earrings, Necklace | Void Eye, Storm Crystal, Shadow Dust |
| Spellbinding | +5 / +10 / +15 / +25 to Resisting Spells (for resist checks only) | Any jewelry | Shadow Dust, Storm Crystal, Void Eye |
| Night Sight | Permanent night sight while worn | Any jewelry | Beast Claw, Void Eye, Venom Sac |
| Storm Sight | Permanent storm sight while worn (rain, snow and fog cleared) | Any jewelry | Bile, Marrow Bone, Carapace Shard |
Do enchants fire in PvP? No. Enchantments only work in PvE: every enchantment effect triggers against monsters and never against players.
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 | Materials |
|---|---|---|---|
| Arms | Keen Claws | Damage | Beast Claw, Dragon Scale, Ember Shard |
| Brawn | Strength | Beast Claw, Sinew, Marrow Bone | |
| Leech | Life steal | Daemon Ichor, Venom Sac, Bile | |
| Head | Innate Magic | Spell damage | Void Eye, Storm Crystal, Shadow Dust |
| Mindful | Mana | Void Eye, Daemon Ichor, Shadow Dust | |
| Refreshment | Mana regeneration | Storm Crystal, Void Eye, Bile | |
| Chest | Razorscale | Armor | Dragon Scale, Carapace Shard, Marrow Bone |
| Robust | Health | Marrow Bone, Carapace Shard, Sinew | |
| Fortitude | Health regeneration | Marrow Bone, Daemon Ichor, Carapace Shard | |
| Feet | Alacrity | Swing speed | Sinew, Beast Claw, Storm Crystal |
| Celerity | Dexterity | Sinew, Storm Crystal, Venom Sac | |
| Steadfast | Stamina regeneration | Sinew, Beast Claw, Bile |
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.
Venom Sac
Carapace Shard
Dragon Scale
Daemon Ichor
Shadow Dust
Storm Crystal
Beast Claw
Marrow Bone
Sinew
Void Eye
Bile
Ember Shard