Perilous Legends Wiki

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).

The 12 skinning materials and where they come from
MaterialRough source
Venom SacSpiders, serpents, scorpions, snakes
Carapace ShardBeetles, terathan, ants, sea beasts
Dragon ScaleDragons, drakes, wyverns, lizards
Daemon IchorDaemons, balrons, imps
Shadow DustLiches, wraiths, skeletons and most undead
Storm CrystalAir / earth / poison elementals, harpies
Beast ClawBears, wolves, big cats, hided beasts
Marrow BoneSkeletal dragons and mounts (plus a bonus drop off any undead)
SinewOrcs, trolls, ogres, ettins and other humanoids
Void EyeGazers, cyclops, titans
BileSlimes, oozes, plague beasts, ophidians
Ember ShardFire 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.

Where recipe scrolls drop
Recipe qualityLoot tierRough source
Q1 / Q2RareCommon through wealthy creatures
Q3Ultra RareFilthy-rich and higher creatures
Q4MythicalSuper 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:

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.

Enchanting skill window per quality
QualitySkill range
Q10 - 55
Q230 - 80
Q360 - 100
Q485 - 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.

Weapon enchantments
EnchantWhat it doesQ1 → Q4Materials
KeennessFlat bonus damage on every hit+1-2 / +2-3 / +3-5 / +5-8Beast Claw, Sinew, Marrow Bone
Electric EdgeChance to zap for 10-20 lightning damage4% / 8% / 12% / 16%Storm Crystal, Dragon Scale, Ember Shard
Soul LeechHeal yourself on hit2-3 / 3-5 / 5-8 / 8-12 HPDaemon Ichor, Shadow Dust, Void Eye
Mana LeechChance on hit to restore 4 mana4% / 8% / 12% / 16%Void Eye, Shadow Dust, Storm Crystal
BloodlettingApplies a bleed damage-over-time1-2×4 / 2-3×5 / 3-5×5 / 5-8×6Beast Claw, Sinew, Daemon Ichor
SlayerBonus 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 StrikeChance to cut the target's armor for 10s10%/-5 / 15%/-8 / 20%/-10 / 30%/-15Marrow Bone, Carapace Shard, Ember Shard
Berserker's EdgeBonus damage while you are below half HP+5% / +10% / +15% / +25%Beast Claw, Daemon Ichor, Ember Shard
Silencing StrikeChance to interrupt the target's spellcast4% / 8% / 12% / 16%Void Eye, Shadow Dust, Storm Crystal
SwiftnessFaster swing speed+4% / +8% / +12% / +16%Sinew, Storm Crystal, Beast Claw
Refreshing TouchChance to restore 5 stamina on hit5% / 10% / 15% / 20%Sinew, Beast Claw, Venom Sac
Poison StrikeChance to poison (deadly at Q3+)2% / 4% / 6% / 8%Venom Sac, Bile, Shadow Dust
Ichor BladeChance to slow the target's attack speed 50% for 10s5% / 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.

The Wizard Staff, worn and on the paperdoll
The Wizard Staff - a channeling weapon, so it can carry weapon enchantments for a caster build.

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.

Armor enchantments
EnchantEffect (Q1 → Q4)Fits
Fortification+3 / +5 / +8 / +12 armor ratingAny armor
Magic Ward-5% / -10% / -15% / -20% spell damage takenAny armor
FeatherRemoves the piece's meditation penaltyAny armor
Regeneration+1 / +2 / +3 / +5 HP regen per tickChest
StoneskinCuts 1 / 2 / 3 / 5 flat damage off each hit (min 1 gets through)Chest
ThornsReflects 5% / 10% / 15% / 25% of melee damage backChest
ImmunityPoison immunity, rising by tierChest
Iron Will-10% / -20% / -30% / -50% off stat-debuff durationHelmet
Jewelry enchantments (rings, bracelets, necklaces, earrings)
EnchantEffect (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.

The 12 Pet Equipment enchantments
SlotEnchantWhat it boosts
ArmsKeen ClawsDamage
BrawnStrength
LeechLife steal
HeadInnate MagicSpell damage
MindfulMana
RefreshmentMana regeneration
ChestRazorscaleArmor
RobustHealth
FortitudeHealth regeneration
FeetAlacritySwing speed
CelerityDexterity
SteadfastStamina 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.

Pet Equipment enchant (image coming soon)
Pet Equipment enchant (image coming soon)
Pet Equipment enchant (image coming soon)

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