Enchanting
Enchanting is how a good item becomes a great one. You break unwanted gear down into raw magical material — shards and fragments — and then pour that material back into the piece you actually want to keep, strengthening the stats it already carries. Every step is deterministic: there is no gamble, only skill and material.
1 · Disenchant
Disenchanting destroys one item and harvests its magical properties as material. Aprimary property (its prefix, such as Poisoning or Critical) becomes ashard; a secondary property (such as Hit Ratio or Defense) becomes afragment. The material is stored at the tier of the stat you broke — the stronger the item, the higher the tier of material it yields. Onlyweapons, armour and shields can be disenchanted; accessories such as rings and necklaces cannot. Every disenchant also trains your Enchanting skill by one point, up to 100.
2 · Train Enchanting
Enchanting is a real, trained skill in Evolution (it lives alongside every other skill on your sheet). Your skill level sets a hard ceiling on how far you can push an item: the maximum stat tier you can enchant is skill × 17 / 100. At skill 0 that ceiling is 0, so an untrained character cannot enchant anything at all — and no material is wasted on the attempt, since the enchant is refused before it spends. Both disenchanting and enchanting raise the skill, so the craft trains itself as you use it.
3 · Enchant
Enchanting spends matching material to raise a stat the item already has — it never invents a new property. Feed a shard of the right type to strengthen a primary stat, or a fragment to strengthen a secondary one. The result is deterministic: if you have the material and the skill, it works, every time. Cost is drawn from the current tier of the stat — low tiers cost a little more material per step, high tiers a little less, and light cloth armour is discounted. Each stat climbs tier by tier until it reaches the top of its band.
Enchantable primary stats
These six primary properties produce a shard when disenchanted and can be strengthened by enchanting. Other prefixes (Righteous, Agile, Sharp, Ancient) are cosmetic-grade or fixed and do not yield shards.
| Property | What it does |
|---|---|
| Poisoning | Poison damage |
| Light | Weight reduction |
| Strong | Endurance (durability) |
| Special | Magic casting probability |
| Mana Converting | Converts damage to mana |
| Critical | Crush chance |
Secondary properties — Hit Ratio, Defense Ratio, HP/SP/MP recovery, Magic Resistance, Physical & Magic Absorption, and more — each yield a fragment and are enchanted the same way. See the full list of properties on the Statted Items page.
Plan your enchant
Because the whole system is deterministic, you can work out in advance exactly what a stat will cost to reach a given tier. Use the Enchant Calculator to plan how much material you need before you break down your bank, and the affix referenceto see which properties are worth chasing.
