Enchanting raises an item's enchantment level, and each level adds Item Power. A .1 item sits roughly level with the next tier up at .0. The question is never whether enchanting works. It is whether the runes, souls or relics cost less than buying the enchanted item outright, and on a busy market they often do not.
Which material for which step
| Step | Material |
|---|---|
| .0 to .1 | Runes |
| .1 to .2 | Souls |
| .2 to .3 | Relics |
| .3 to .4 | Not possible at the foundry |
Each step needs the previous one, so a .0 item going to .3 eats runes, then souls, then relics. Use the material of the same tier as the item: T6 runes for a T6 item.
.4 items can only be crafted, from .4 refined materials. If you want a .4 weapon, you buy or craft it; you cannot enchant into it.
How many you need
The count depends on the slot, from the game's upgrade data:
| Slot | Per step |
|---|---|
| Helmet, boots, cape, off-hand | 96 |
| Chest armor, bag | 192 |
| One-handed weapon | 288 |
| Two-handed weapon | 384 |
A two-handed weapon going from .0 to .3 takes 384 runes, 384 souls and 384 relics of its tier. That adds up fast, and it is why two-handed weapons are the slot where buying enchanted is most often cheaper.
Where to enchant
Open the Enchant tab at the Artifact Foundry in a city. Put the item in, check the materials it asks for and confirm. Enchanting materials never return, so city bonuses and focus do not help here.
Avalonian shards are a different material. They go into melding and shard artifacts, not the normal .1 to .3 steps.
