Enchanting (Items)

Enchanting
Enchanting is one of the key parts to equipment progression and customization. It adds modifiers to equipment in a predictable way, with a minor RNG component.
 * Reagents are items that act as fuel for enchanting. They are harvested from plants and trees, mined from mineral deposits, looted from monster corpses, or crafted from other materials. Each reagent comes with different properties, called power aspects, and an intensity for each property.
 * To enchant a piece of equipment, the item must be put into an Enchanting Table together with up to 5 Reagents. The combined type and intensity of the aspects of the reagents determines the modifier(s) assigned to the item. All reagents are consumed when enchanting.
 * Some kinds of enchanting can be limited to your alignment, to your god progression or only to humans(steampunk technology).

Power Aspects
Properties associated with different Reagents.

Primal

 * MindAspect.png Mind
 * BodyAspect.png Body
 * SoulAspect.png Soul

Manipulation

 * CreateAspect.png Create
 * DestroyAspect.png Destroy
 * NegateAspect.png Negate
 * TransformAspect.png Transform
 * TransferAspect.png Transfer

Universal

 * AirAspect.png Air
 * EarthAspect.png Earth
 * FireAspect.png Fire
 * WaterAspect.png Water
 * DeathAspect.png Death
 * LifeAspect.png Life
 * ChaosAspect.png Chaos
 * OrderAspect.png Order
 * TimeAspect.png Time
 * EnergyAspect.png Energy
 * KnowledgeAspect.png Knowledge

Item Enchantment Categories
For Enchanting, we have different categories of items to enchant. Each of which has its own enchanting options.

Weapon

 * Damage Increase
 * Critical Chance
 * Critical Damage
 * Spell Damage Increase
 * Accuracy Bonus
 * Luck Bonus
 * Durable

Armor
(Includes: Chest, Head, Hands, and Feet)
 * Endurance Regeneration Bonus
 * Mana Regeneration Bonus
 * Armor Increase
 * Evasion Bonus
 * Accuracy Bonus
 * Fortitude Bonus
 * Willpower Bonus
 * Fire Resistance
 * Ice Resistance
 * Shock Resistance
 * Magic Resistance
 * Poison Resistance
 * Acid Resistance
 * Luck Bonus
 * Durable

Trinkets

 * Bonus Endurance
 * Endurance Regeneration Bonus
 * Life Regeneration Bonus
 * Bonus Mana
 * Mana Regeneration Bonus
 * Strength Bonus
 * Dexterity Bonus
 * Perception Bonus
 * Intelligence Bonus
 * Charisma Bonus
 * Constitution Bonus
 * Damage Increase
 * Critical Chance
 * Critical Damage
 * Spell Damage Increase
 * Evasion Bonus
 * Accuracy Bonus
 * Fortitude Bonus
 * Willpower Bonus
 * Fire Resistance
 * Ice Resistance
 * Shock Resistance
 * Magic Resistance
 * Poison Resistance
 * Acid Resistance
 * Lower Mana Cost
 * Cooldown Reduction
 * Stealth Bonus

Shield

 * Accuracy Bonus
 * Acid Resistance
 * Bonus Endurance
 * Bonus Mana
 * Cold Resistance
 * Detection Bonus
 * Durable
 * Endurance Regeneration Bonus
 * Evasion Bonus
 * Fire Resistance
 * Fortitude Bonus
 * Luck Bonus
 * Magic Resistance
 * Mana Regeneration Bonus
 * Poison Resistance
 * Shock Resistance
 * Willpower Bonus
 * Stealth Bonus

Basic Enchanting Walkthrough
NOTE: This Guide was written for Alpha 2, and things will change as the game progresses. First, you need to select an item you want to enchant. For this example, I am going to be using a newly crafted weapon called Primitive Mage Staff.

Next, check the item to see how many "Magic Affinity" it has available. The Magic Affinity is how many enchantments the item can hold. Placing a Tier 1 enchantment on an item will take 1 Magic Affinity, while a Tier 2 enchantment will take 2, and so on. In the example case above, we have a Magic Affinity of 4/4, which means we have 4 Magic Affinity slots available.

Now, we want to place the item in the middle of the Enchanting Table to see what enchantments are available. For this example, I am going to go ahead and go for Spell Damage Increase.

Next, reference the Reagents sheet or the enchantment page on under the Item Enchantment Categories to translate what the symbols mean, and what reagents have the properties you need.

For reference, the Spell Damage Increase requires: Mind, Transform , Chaos , and Energy

I am only going for a Tier 1 Spell Damage Increase enchantment, so all I need is 2 points in each of the aspects listed above. If you want to obtain a Tier 2 enchantment, you would need 5 points in each of the aspects. Tier 3 is currently unknown, but is thought to be 10 points in each.

NOTE: Tier 2 is not currently available on most enchantments due to the reagents available. There are a few that are obtainable, but they are only a handful. Tier 3 is impossible. According to the sheet, a Mandrake Root has 2 Mind and 3 Energy, so that would take care of those two requirements.

For Transform I am going to go with Honeynail Mushrooms since they are a bit more common.

Now that leaves Chaos which is a bit of a pain, as only two items currenly have it. Since Rabbit Paw is a bit rarer, we can use 2x Dandelion instead.