Enchanting
Enchanting improves equipment up to +25. Each attempt uses a scroll and gold. At +6, +11, +16 and +21, a piece selects an additional enchantment path.
On this page
Eligible equipment
Weapons, helmets, bodies, legs, shields, amulets and capes can be enchanted. Select an owned, unlocked piece. Account-bound appearance equipment cannot be enchanted.
| Equipment | Scroll |
|---|---|
| Weapons | Weapon Scroll |
| Helmets, bodies, legs, shields, amulets and capes | Armor Scroll |
| Slayer armour | Slayer's Enchantment |
Slayer's Enchantment can also be used for a weapon attempt. Ordinary Weapon Enchantment cannot enchant Slayer armour.
Attempts and failure
Gold and one scroll are consumed on every attempt. An ordinary failure resets the piece to the level in the table. Reaching +5, +10, +15 or +20 protects that floor against ordinary failure.
A failed attempt has a separate 1% chance to destroy the piece. This is conditional on failure: for example, a 90% success attempt has a 0.1% overall destruction chance. Protected floors do not prevent destruction.
| Attempt | Success chance | Gold cost | Level after ordinary failure |
|---|---|---|---|
| +1 | 100% | 10 | +0 |
| +2 | 90% | 25 | +1 |
| +3 | 80% | 50 | +1 |
| +4 | 70% | 100 | +1 |
| +5 | 60% | 200 | +1 |
| +6 | 55% | 300 | +5 |
| +7 | 50% | 400 | +5 |
| +8 | 45% | 500 | +5 |
| +9 | 40% | 600 | +5 |
| +10 | 35% | 700 | +5 |
| +11 | 45% | 2,000 | +10 |
| +12 | 40% | 3,000 | +10 |
| +13 | 35% | 4,500 | +10 |
| +14 | 25% | 6,500 | +10 |
| +15 | 20% | 10,000 | +10 |
| +16 | 40% | 16,000 | +15 |
| +17 | 35% | 24,000 | +15 |
| +18 | 30% | 36,000 | +15 |
| +19 | 25% | 54,000 | +15 |
| +20 | 20% | 80,000 | +15 |
| +21 | 35% | 120,000 | +20 |
| +22 | 30% | 180,000 | +20 |
| +23 | 25% | 260,000 | +20 |
| +24 | 20% | 360,000 | +20 |
| +25 | 15% | 500,000 | +20 |
Path checkpoints
Each equipment slot has three choices at each checkpoint. Paths affect that specific piece. They do not require a matching armour set. Browse the enchantment path index for individual effects and materials.
| Checkpoint | Tier | Core | Essence quantity | Full strength |
|---|---|---|---|---|
| +6 | Tempered | Tempered Core | 4 | +10 |
| +11 | Runed | Runed Core | 12 | +15 |
| +16 | Resonant | Resonant Core | 36 | +20 |
| +21 | Ascendant | Ascendant Core | 96 | +25 |
The core and essence are consumed only on a successful first crossing of the checkpoint. Reattempting an already selected checkpoint does not charge the materials again.
The +6 path starts at 20% of its full value and reaches full strength at +10. Later paths start at 60% and reach full strength four levels later. Earlier earned paths stay at full strength as the piece advances.
Changing paths
Changing an earned path costs gold, without a scroll or replacement core and essence. The fee is the checkpoint attempt cost, rounded up to the next 100 gold, with minimums of 300, 2,500, 15,000 and 75,000 gold for the four checkpoints. Keeping the same path costs nothing.
A legacy enchanted piece must finish its path selections before further attempts or Forge upgrades. Legacy selections waive the original catalyst costs.
Dismantling
See dismantling for fragment yields. The piece must be unequipped from every equipment set before dismantling.