Imbuing
Imbuing
Imbuing is one of the key parts to equipment progression and customization. It adds modifiers to equipment in a predictable way.
- Reagents are items that act as ingredients for imbuing. They are harvested from plants, looted from monster corpses or crafted from other materials. Each reagent comes with a different combination of aspects and intensities. Reagents have a rarity property reflecting the strength of the aspects.
- To imbue a piece of equipment, the item must be put into an Imbuing Table together with up to 5 Reagents. You can use one Reagent multiple times at the table. 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.
- The same piece of equipmentcannot hold more than one imbue from the same Group.
Imbuing effects
Here is an automatically generated list of imbue effects along with a link to pre-calculated T2 combinations.
Reagents
Here is the list of all reagents with their properties presented in a sortable table. In case you require a more interactive way of finding the necessary information, have a look at this page. The Loot Finder provides you sortable lists of monsters dropping the reagents you might need.
Item Properties
Properties | Helmet | Amulet | Chest | Arms | Shield | Boots | Weapon | |
---|---|---|---|---|---|---|---|---|
Bonus Endurance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Constitution Bonus | ✓
|
|||||||
Critical Damage | ✓
| |||||||
Fortitude Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
✓
| |
Health Regen Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Strength Bonus | ✓
|
|||||||
Willpower Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
✓
| |
Acid Resistance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Fire Resistance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Ice Resistance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Magic Resistance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Poison Resistance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Shock Resistance | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Accuracy Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
✓
| |
Critical Chance | ✓
| |||||||
Detection Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Dexterity Bonus | ✓
|
|||||||
Evasion Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
✓
| |
Lockpicking Bonus | ✓
|
|||||||
Luck Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
✓
| |
Perception Bonus | ✓
|
|||||||
Stealth Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Bonus Mana | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
||
Charisma Bonus | ✓
|
|||||||
Cooldown Reduction | ✓
|
✓
| ||||||
Intelligence Bonus | ✓
|
|||||||
Lower Mana Cost | ✓
|
✓
| ||||||
Mana Regen Bonus | ✓
|
✓
|
✓
|
✓
|
✓
|
✓
|
Basic Enchanting Walkthrough
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 Dagger.
Next, check the item to see how many "Socketed Properties" it has available. This represents how many enchantments the item can hold.
In the example case above, we have only one empty socketed property, which means we can put only a single enchantment on it.
Now, we want to place the item in the middle of the Imbuing Table to see what enchantments are available.
For this example, I am going to go ahead and go for an Accuracy Bonus enchant.
The required aspects for each enchant are represented through their symbol. Hovering over the symbol with the cursor will give you the aspect name.
For reference, the Accuracy Enchant requires: Soul , Transform , Fire , and Order
I am only going for a Tier 1 Accuracy 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 will require 10 points in each.
The lesson to learn when enchanting, is that there isn't a single combination of reagents which generates a certain enchant. There are multiple ones, so having a wide collection of reagents will make your life a lot easier. The "Best" combination is the one that you can make more easily, and especially for tier 1 enchants, it will depend on your area.
For example, for this enchant a good basis is the Spider Gland which has both Transform 2 and Order 3 . Spider glands are common drops from all spider type enemies, which are found in many different places.
Then let's see for the Fire component. A common source of this aspect is the BloodVein plant, extremely common all over the Myr continent. But what if you are not on Myr? Someone on Aerhen could use the Sulphur, which is easily obtained from the Fire Primelings inside the volcano. Both of these have the Fire 2 aspect. Then once this is set, we are only lacking a soul 2. For this example we will use Animated Flesh, obtained from zombies.
Once everything is set, you will see the Accuracy Bonus enchant highlighting.
If you click the Enchant button, the property will now be imbued into the knife.