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Enchanting and Modifiers

Olly Reed edited this page Aug 14, 2026 · 3 revisions

Enchanting and Modifiers

DaemoniaCraft uses two related equipment-modifier professions:

  • Enchanter — adds modifier Slots I and II
  • Enhancer — adds modifier Slot III after the item already has two enchantments

Modifier strength is not determined by one number alone.

It is affected by:

  • Rune or modifier tier
  • Receiving equipment type and form
  • Enchanter/Enhancer progression
  • The modifier being applied

This prevents a Ring, Chestplate and primary weapon from all receiving identical-strength rolls.


Enchanter

The Enchanter adds Slot I and Slot II enchantments.

Enchanting Flow

  1. Craft an Enchanting Rune.
  2. Choose the enchantment.
  3. Choose Rune Tier I–V and Slot I or II.
  4. Insert the equipment and the exact Rune shown by the station.
  5. Attempt the enchantment.

Enchanting Runes

A normal Enchanting Rune currently uses:

  • 1 Essence Stone
  • 16 matching Mana Crystals
  • A thematic catalyst

Rune Tier runs from I to V.

Rune Tier controls the modifier's base potential strength.

The receiving item then scales that strength, and the Enchanter's profession level influences the final roll quality.

Equipment rank does not restrict Rune Tier.

S-Tier Essence Stones are not used for normal Rune crafting.

Enchanting Failure

If enchanting fails:

  • The Rune is consumed.
  • The money cost is consumed.
  • The equipment is not destroyed.

Enhancer

The Enhancer adds Slot III.

The item must already contain two enchantments before it can be enhanced.

Enhancing Flow

  1. Choose the modifier.
  2. Choose the equipment rank.
  3. Insert the equipment and required reagent.
  4. Confirm the enhancement attempt.

Enhancer modifier strength also scales according to the receiving equipment type/form.

If the attempt fails, the equipment is safe; the reagent and money are lost.


Standard Enchanter Modifiers

Elemental Damage

  • FIRE Damage
  • ICE Damage
  • WIND Damage
  • EARTH Damage
  • LIGHTNESS Damage
  • DARKNESS Damage

Offensive

  • Weapon Damage
  • Physical Damage
  • Projectile Damage
  • Skill Damage
  • Magic Damage
  • Critical Strike Chance
  • Critical Strike Power
  • Skill Critical Strike Chance
  • Skill Critical Strike Power

Defensive and Resource

  • Defense
  • Max Health %
  • Block Rating
  • Dodge Rating
  • Parry Rating
  • FIRE Defense
  • ICE Defense
  • WIND Defense
  • EARTH Defense
  • LIGHTNESS Defense
  • DARKNESS Defense

Utility and Magic

  • Attack Speed
  • Movement Speed
  • Mana
  • Magical Might
  • Magical Mending

Max Health % is an enchantment. This is separate from Diamond Blacksmith materials, which currently add flat Max Health to armor/accessories.


Enhancer-Only Advanced Modifiers

Slot III can also access additional advanced modifiers:

Damage

  • PvE Damage
  • PvP Damage

Damage Reduction

  • Damage Reduction
  • Physical Damage Reduction
  • Magic Damage Reduction
  • Projectile Damage Reduction
  • PvP Damage Reduction

Cooldowns

  • Cooldown Reduction
  • Block Cooldown Reduction
  • Dodge Cooldown Reduction
  • Parry Cooldown Reduction

The Enhancer also supports the normal Enchanter modifier families where compatible.


Modifier Compatibility

The tables below summarise the current standard compatibility.

Damage Modifiers

Modifier Main Compatible Equipment
Elemental Damage Martial/caster weapons, Light Armor, Spellcaster Armor, accessories, Magic Orbs
Weapon Damage Martial weapons, Light Armor, accessories
Physical Damage Martial weapons, Light Armor, accessories
Projectile Damage Bows and other projectile weapons, Light Armor, accessories
Skill Damage All weapons, Light/Spellcaster Armor, accessories, Tomes/Orbs
Magic Damage Wands/Staffs, Spellcaster Armor, accessories, Tomes/Orbs
Crit Chance / Crit Power Martial weapons, Light Armor, accessories
Skill Crit Chance / Power Skill/caster-oriented weapons, Light/Spellcaster Armor, accessories, Tomes/Orbs

Heavy Armor and full shields are deliberately excluded from most offensive damage enchantments.

Defensive Modifiers

Modifier Main Compatible Equipment
Defense All armor, shields and bucklers
Max Health % All armor, shields/bucklers, accessories
Block Rating Heavy Armor, shields, bucklers
Dodge Rating Light Armor, bucklers, agile weapons, accessories
Parry Rating Specific parry-capable weapon forms
Elemental Defense All armor, shields/bucklers, Tomes/Orbs, accessories

Parry-Capable Weapon Forms

Parry Rating can currently be applied to:

  • Main-Gauche
  • Rapier
  • Katana
  • Longsword
  • Broadsword
  • Spear
  • Pike
  • Halberd

Utility and Magic

Modifier Main Compatible Equipment
Attack Speed Swords, Axes, Daggers, Gauntlets, Wands; heavier melee/Staff forms use reduced scaling
Movement Speed Weapons, armor, shields/bucklers, accessories
Mana Wands/Staffs, Tomes/Orbs, all armor, accessories
Magical Might Wands/Staffs, Tomes/Orbs, Spellcaster Armor, accessories
Magical Mending Tomes, Wands/Staffs, Spellcaster Armor, accessories

Advanced Enhancer Compatibility

Modifier Main Compatible Equipment
PvE Damage Weapons, armor, accessories, Magic Orbs
PvP Damage Weapons, Light Armor, accessories
Damage Reduction Armor, shields/bucklers, accessories at reduced scaling
Physical Damage Reduction Armor, shields/bucklers, accessories at reduced scaling
Magic Damage Reduction Armor, full shields, Tomes, accessories
Projectile Damage Reduction Armor, shields/bucklers, accessories at reduced scaling
PvP Damage Reduction Armor, shields/bucklers, accessories at reduced scaling
Cooldown Reduction Weapons, armor, accessories, Tomes/Orbs
Block Cooldown Reduction Heavy Armor, shields/bucklers
Dodge Cooldown Reduction Light Armor, bucklers
Parry Cooldown Reduction Parry-capable weapons, Heavy/Light Armor, bucklers

Item Scaling

A modifier's final strength depends on where it is placed.

Examples:

  • A Chestplate can receive a larger Health roll than a Ring.
  • Full defensive armor receives stronger defensive scaling than jewellery.
  • A weapon receives much stronger damage scaling than an accessory.
  • Heavy two-handed weapons can use different speed scaling from smaller weapons.
  • Accessory modifiers are reduced because several accessory pieces can be equipped simultaneously.

The station displays the modifier being applied, while the finished item shows the actual final rolled value.

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