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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.
The Enchanter adds Slot I and Slot II enchantments.
- Craft an Enchanting Rune.
- Choose the enchantment.
- Choose Rune Tier I–V and Slot I or II.
- Insert the equipment and the exact Rune shown by the station.
- Attempt the enchantment.
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.
If enchanting fails:
- The Rune is consumed.
- The money cost is consumed.
- The equipment is not destroyed.
The Enhancer adds Slot III.
The item must already contain two enchantments before it can be enhanced.
- Choose the modifier.
- Choose the equipment rank.
- Insert the equipment and required reagent.
- 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.
- FIRE Damage
- ICE Damage
- WIND Damage
- EARTH Damage
- LIGHTNESS Damage
- DARKNESS Damage
- Weapon Damage
- Physical Damage
- Projectile Damage
- Skill Damage
- Magic Damage
- Critical Strike Chance
- Critical Strike Power
- Skill Critical Strike Chance
- Skill Critical Strike Power
- Defense
- Max Health %
- Block Rating
- Dodge Rating
- Parry Rating
- FIRE Defense
- ICE Defense
- WIND Defense
- EARTH Defense
- LIGHTNESS Defense
- DARKNESS Defense
- 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.
Slot III can also access additional advanced modifiers:
- PvE Damage
- PvP Damage
- Damage Reduction
- Physical Damage Reduction
- Magic Damage Reduction
- Projectile Damage Reduction
- PvP Damage Reduction
- Cooldown Reduction
- Block Cooldown Reduction
- Dodge Cooldown Reduction
- Parry Cooldown Reduction
The Enhancer also supports the normal Enchanter modifier families where compatible.
The tables below summarise the current standard compatibility.
| 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.
| 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 Rating can currently be applied to:
- Main-Gauche
- Rapier
- Katana
- Longsword
- Broadsword
- Spear
- Pike
- Halberd
| 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 |
| 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 |
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.