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Enchanting and Modifiers

Olly Reed edited this page Aug 16, 2026 · 3 revisions

Enchanting and Modifiers

The Enchanter adds Enchantment Slot I and Enchantment Slot II to compatible equipment.

Normal Enchanting currently contains 31 modifier families and five Rune tiers.

How to Enchant

  1. Craft the required Enchanting Rune.
  2. Open /enchanter.
  3. Choose the modifier.
  4. Choose Rune Tier I–V.
  5. Choose Slot I or Slot II.
  6. Insert the equipment and matching Rune.
  7. Confirm the attempt.

The equipment rank does not restrict Rune Tier. A Tier V Rune can be used on a lower-rank compatible item.

If the attempt fails, the Rune and money are consumed, but the equipment is safe.

Rune Tiers and Crafting

Rune Tier Essence Stone ×1 Mana Crystal ×16 Slot I Fee Slot II Fee
I E-Rank Cracked Mana Crystal $250 $500
II D-Rank Flawed Mana Crystal $750 $1,500
III C-Rank Mana Crystal $2,000 $4,000
IV B-Rank Flawless Mana Crystal $5,000 $10,000
V A-Rank Pristine Mana Crystal $12,500 $25,000

S-Rank Essence Stones are not used by normal Enchanting Runes.

Catalyst Quantities

Catalyst Class Tier I Tier II Tier III Tier IV Tier V
Common 8 16 24 40 64
Uncommon 4 8 12 20 32
Rare 1 2 3 5 8

Rune Families

Rune Family Catalyst Catalyst Class Used For
Flame Blaze Powder Common FIRE Damage / FIRE Defense
Frost Blue Ice Rare ICE Damage / ICE Defense
Gale Wind Charge Uncommon WIND Damage / WIND Defense
Earth Pointed Dripstone Uncommon EARTH Damage / EARTH Defense
Light Glowstone Dust Common LIGHTNESS Damage / LIGHTNESS Defense
Dark Ender Pearl Uncommon DARKNESS Damage / DARKNESS Defense
Weapon Iron Ingot Common Weapon Damage
Physical Flint Common Physical Damage
Projectile Arrow Common Projectile Damage
Skill Echo Shard Rare Skill Damage
Magic Prismarine Crystals Uncommon Magic Damage
Critical Quartz Common Critical Strike Chance
Critical Power Diamond Rare Critical Strike Power
Skill Critical Redstone Common Skill Critical Strike Chance
Skill Critical Power Amethyst Block Rare Skill Critical Strike Power
Defense Armadillo Scute Uncommon Defense
Vitality Glistering Melon Slice Uncommon Max Health %
Blocking Oak Planks Common Block Rating
Evasion Rabbit Foot Rare Dodge Rating
Parry Iron Chain Uncommon Parry Rating
Haste Feather Common Attack Speed
Swiftness Sugar Common Movement Speed
Mana Lapis Lazuli Common Mana
Might Amethyst Shard Uncommon Magical Might
Magical Mending Ghast Tear Rare Magical Mending

Modifier Potential by Rune Tier

These are the raw Rune potential ranges before the receiving item's multiplier is applied.

Modifier Tier I Tier II Tier III Tier IV Tier V
FIRE Damage 1–5% 3–9% 6–14% 10–20% 15–30%
ICE Damage 1–5% 3–9% 6–14% 10–20% 15–30%
WIND Damage 1–5% 3–9% 6–14% 10–20% 15–30%
EARTH Damage 1–5% 3–9% 6–14% 10–20% 15–30%
LIGHTNESS Damage 1–5% 3–9% 6–14% 10–20% 15–30%
DARKNESS Damage 1–5% 3–9% 6–14% 10–20% 15–30%
Weapon Damage 1–4% 3–7% 5–11% 8–15% 12–20%
Physical Damage 1–4% 3–7% 5–11% 8–15% 12–20%
Projectile Damage 1–4% 3–7% 5–11% 8–15% 12–20%
Skill Damage 1–4% 3–7% 5–11% 8–15% 12–20%
Magic Damage 1–4% 3–7% 5–11% 8–15% 12–20%
Critical Strike Chance 0.25–1 0.75–2 1.5–3 2.5–4.5 3.5–6
Critical Strike Power 2–6 4–10 7–14 11–19 15–25
Skill Critical Strike Chance 0.25–1 0.75–2 1.5–3 2.5–4.5 3.5–6
Skill Critical Strike Power 2–6 4–10 7–14 11–19 15–25
Defense 5–25 15–55 40–100 80–180 140–300
Max Health % 3-5% 5-8% 8-12% 11-16% 15-20%
Block Rating 1–3 2–5 4–8 7–12 10–16
Dodge Rating 0.5–1.5 1–2.5 2–4 3.5–6 5–8
Parry Rating 0.5–2 1.5–3.5 3–5.5 4.5–8 6–10
FIRE Defense 1–3 2–5 4–8 7–13 10–20
ICE Defense 1–3 2–5 4–8 7–13 10–20
WIND Defense 1–3 2–5 4–8 7–13 10–20
EARTH Defense 1–3 2–5 4–8 7–13 10–20
LIGHTNESS Defense 1–3 2–5 4–8 7–13 10–20
DARKNESS Defense 1–3 2–5 4–8 7–13 10–20
Attack Speed 0.01–0.04 0.03–0.07 0.05–0.10 0.08–0.14 0.12–0.20
Movement Speed 0.001–0.004 0.003–0.007 0.006–0.011 0.010–0.017 0.015–0.025
Mana 5–20 15–40 30–65 50–90 75–125
Magical Might 5–15 12–30 25–50 40–75 60–100
Magical Mending 5–15 12–30 25–50 40–75 60–100

Enchanter Level and Roll Quality

Rune Tier sets the total potential range. Enchanter level determines which 25% window of that range is accessible.

Enchanter Level Accessible Portion of Rune Range
1 0–25%
25 approximately 18–43%
50 approximately 37–62%
75 approximately 56–81%
100+ 75–100%

Five equally weighted roll points are used inside the accessible window. The equipment multiplier is applied after the raw roll.

A completed attempt awards 1 Enchanting EXP, whether it succeeds or fails.

Success Chance

The current chance model is:

  • Slot I: 90 + Enchanter Level - Tier Baseline, clamped to 5–98%.
  • Slot II: the same calculation with an additional 15-point difficulty penalty.
Enchanter Level Tier I S1/S2 Tier II S1/S2 Tier III S1/S2 Tier IV S1/S2 Tier V S1/S2
Lv.1 91% / 76% 66% / 51% 51% / 36% 26% / 11% 11% / 5%
Lv.25 98% / 98% 90% / 75% 75% / 60% 50% / 35% 35% / 20%
Lv.50 98% / 98% 98% / 98% 98% / 85% 75% / 60% 60% / 45%
Lv.75 98% / 98% 98% / 98% 98% / 98% 98% / 85% 85% / 70%
Lv.100 98% / 98% 98% / 98% 98% / 98% 98% / 98% 98% / 95%

Per-Equipment Scaling

A Rune's raw potential is not copied unchanged onto every item. Compatible equipment receives the multiplier below.

Elemental Damage
Equipment Multiplier
Martial or caster weapon 1.00×
Magic Orb 0.50×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Light Chest / Legs / Helmet / Boots 0.25× / 0.15× / 0.10× / 0.075×
Spellcaster Chest / Legs / Helmet / Boots 0.40× / 0.24× / 0.16× / 0.12×

Heavy Armor, shields, bucklers and Tomes cannot receive normal Elemental Damage enchantments.

Weapon Damage and Physical Damage
Equipment Multiplier
Compatible martial weapon 1.00×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Light Chest / Legs / Helmet / Boots 0.35× / 0.21× / 0.14× / 0.105×
Projectile Damage
Equipment Multiplier
Projectile weapon 1.00×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Light Chest / Legs / Helmet / Boots 0.35× / 0.21× / 0.14× / 0.105×
Skill Damage
Equipment Multiplier
Compatible weapon 1.00×
Tome / Magic Orb 0.65×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Light Chest / Legs / Helmet / Boots 0.35× / 0.21× / 0.14× / 0.105×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Magic Damage
Equipment Multiplier
Wand / Staff 1.00×
Tome / Magic Orb 0.65×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Critical Strike Chance and Power
Equipment Multiplier
Compatible martial weapon 1.00×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Light Chest / Legs / Helmet / Boots 0.35× / 0.21× / 0.14× / 0.105×
Skill Critical Strike Chance and Power
Equipment Multiplier
Wand / Staff 1.00×
Sword / Dagger / Throwing Knife / Shortbow / Longbow / Spear / Repeater 0.75×
Tome / Magic Orb 0.65×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Light Chest / Legs / Helmet / Boots 0.35× / 0.21× / 0.14× / 0.105×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Defense
Equipment Multiplier
Heavy Chest / Legs / Helmet / Boots 1.00× / 0.60× / 0.40× / 0.30×
Light Chest / Legs / Helmet / Boots 0.675× / 0.405× / 0.27× / 0.2025×
Spellcaster Chest / Legs / Helmet / Boots 0.45× / 0.27× / 0.18× / 0.135×
Shield 0.74×
Buckler 0.43×

Jewellery cannot receive the normal flat Defense enchantment.

Max Health %
Equipment Multiplier
Heavy Chest / Legs / Helmet / Boots 1.00× / 0.60× / 0.40× / 0.30×
Light Chest / Legs / Helmet / Boots 0.70× / 0.42× / 0.28× / 0.21×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Shield 0.80×
Buckler 0.45×
Necklace 0.45×
Bracelet / Earring 0.30×
Ring 0.25×

Weapons cannot receive Max Health %.

Block Rating
Equipment Multiplier
Heavy Chest / Legs / Helmet / Boots 1.00× / 0.60× / 0.40× / 0.30×
Shield 1.20×
Buckler 0.80×
Dodge Rating
Equipment Multiplier
Light Chest / Legs / Helmet / Boots 1.00× / 0.60× / 0.40× / 0.30×
Spellcaster Chest / Legs / Helmet / Boots 0.40× / 0.24× / 0.16× / 0.12×
Buckler 0.70×
Dagger / Throwing Knife / Shortbow / Gauntlet / Repeater 0.55×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Parry Rating
Weapon Family Multiplier
Sword 1.00×
Dagger 0.80×
Spear / polearm 0.50×

Other equipment cannot receive the normal Parry Rating enchantment.

Attack Speed
Equipment Multiplier
Sword / Axe / Dagger / Throwing Knife / Wand / Repeater 1.00×
Gauntlet 0.90×
Greatsword / Greataxe / Staff / Spear / Hammer 0.75×
Movement Speed
Equipment Multiplier
Compatible weapon 1.00×
Shield 0.35×
Buckler 0.50×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Heavy Chest / Legs / Helmet / Boots 0.35× / 0.21× / 0.14× / 0.105×
Light Chest / Legs / Helmet / Boots 0.70× / 0.42× / 0.28× / 0.21×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Mana
Equipment Multiplier
Wand / Staff 1.00×
Tome / Magic Orb 0.80×
Ring 0.50×
Necklace / Bracelet / Earring 0.40×
Heavy or Light Chest / Legs / Helmet / Boots 0.25× / 0.15× / 0.10× / 0.075×
Spellcaster Chest / Legs / Helmet / Boots 0.60× / 0.36× / 0.24× / 0.18×
Magical Might
Equipment Multiplier
Wand / Staff 1.00×
Magic Orb 0.70×
Tome 0.50×
Ring 0.40×
Necklace / Bracelet / Earring 0.35×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Magical Mending
Equipment Multiplier
Tome 0.80×
Wand / Staff 0.60×
Magic Orb 0.50×
Ring 0.40×
Necklace / Bracelet / Earring 0.35×
Spellcaster Chest / Legs / Helmet / Boots 0.50× / 0.30× / 0.20× / 0.15×
Elemental Defense
Equipment Multiplier
Heavy Chest / Legs / Helmet / Boots 1.00× / 0.60× / 0.40× / 0.30×
Light Chest / Legs / Helmet / Boots 0.90× / 0.54× / 0.36× / 0.27×
Spellcaster Chest / Legs / Helmet / Boots 0.90× / 0.54× / 0.36× / 0.27×
Shield 1.00×
Buckler 0.60×
Tome / Magic Orb 0.50×
Necklace / Bracelet / Earring 0.375×
Ring 0.30×

Worked Example

Tier V Elemental Defense has a raw potential of 10–20.

At Enchanter Level 100+, the raw accessible window is 17.5–20.

On Heavy Armor this becomes:

Piece Multiplier Level 100+ Tier V Roll Window
Chestplate 1.00× 17.5–20
Leggings 0.60× 10.5–12
Helmet 0.40× 7–8
Boots 0.30× 5.25–6

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