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{{For|lore on the enchanting profession|enchanter}}
{{enchantments}}{{Enchanting}}
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{{enchantments}}
{{For|lore on the enchanting profession|Enchanter}}
 
 
{{Enchanting}}
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{{#data:abilitytip
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|doc=
 
|name=Enchanting
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|icon=trade_engraving
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|desc=Allows an enchanter to enchant basic items. Requires Dusts and Essences found by disenchanting magic items.
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|cast=Instant
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|float=right
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}}
 
'''Enchanting''' is a primary [[profession]] in which [[character]]s use magical [[formula]]s to grant permanent augmentation to [[armor]], [[weapon]]s and other [[item]]s. [[Enchanting recipe]]s require the use of special [[Enchanting ingredient]]s which can be gathered by [[disenchant]]ing [[item]]s of [[uncommon]] or better [[quality]] or found as [[loot]]. Using these ingredients enchanters can make items more powerful by adding a statistic bonus like strength or intellect or many other options.
   
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See [[Enchantments by slot]] for a list of enchantments and their benefits.
{{ProfIcon|Enchanting}} '''Enchanting''' is a primary [[profession]] in which [[character]]s may [[enchant]] gear and [[craft]] a variety of [[item]]s. The main use of enchanting is to augment the stats of gear by adding more [[strength]], [[stamina]], [[intellect]], etc.; resistance to a particular branch of magic; increased spell damage or healing; increased speed (attack speed, mount speed etc.); or a variety of other useful effects. Enchanters also create specialty use items, such as {{loot|Common|Wizard Oil}} and trade goods, such as {{loot|Common|Enchanted Leather}}.
 
   
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[[Blood elf (playable)|Blood Elves]] have [[Arcane Affinity]], which provides a bonus of +10 to their Enchanting skill.
==Background==
 
The following groups of characters have particular uses for many of an enchanter's abilities:
 
   
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==Official overview==
*[[Twinks]]. Persons who have decided to create a character to play in different brackets in the battlegrounds reach a limit on gear upgrades. The popular twinking brackets are levels 19 and 29, less so 39 and 49. These are the most lucrative markets for those whose skill level is 300 in enchanting (as this is the Artisan Enchanting cap, before [[Burning Crusade]] enchants can be learned, which usually require item level 60).
 
  +
''Enchanters disenchant surplus magical items - and use the residue to permanently augment equipment of their choosing. With the right incantations and materials, an enchanter can add bonuses to their armor or weapons, making them stronger, faster, or more resilient (among a host of other mystic powers). Canny enchanters sell their unique services to other heroes, and command prices commensurate with the rarity of the work they produce.
   
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''Enchanters need the residue of magic items to work - the more potent the item, the rarer the residue. They also require enchanting rods to channel their magic.
*[[Weapon glow]]s. This is where those with lower-level enchanting skills can earn some profit. Many enchants make weapons glow in various colors. {{loot|enchant|Enchant Weapon - Minor Beastslayer|Enchant Weapon - Beastslaying}} (red), {{loot|enchant|Enchant Weapon - Fiery Weapon}} (orange) and {{loot|enchant|Enchant Weapon - Superior Striking}} (blue) are three of the more popular glow enchants. As in other professions, the more popular enchanting formulas can't be learned from a trainer; they are drops and must be purchased through the AH, or in some cases can only be bought from a vendor after a certain level of reputation has been reached, one popular example for this is the agility enchant for weapons (much liked by rogue twinks). In some cases, rich players (particularly on [[RP]] servers) may pay for weapon glows simply for the aesthetic aspect.
 
   
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''Enchanting doesn't rely on a particular gathering profession, so Enchanters occasionally pursue Tailoring to allow them to quickly create magic items to disenchant.''<ref>http://us.battle.net/wow/en/profession/enchanting</ref>
*High end. Characters level 35 and up can use the high-end enchants introduced by the Burning Crusade. For the most part, these enchants have made the pre-Burning Crusade enchants obsolete, although some of the older enchants still remain useful (e.g. the riding speed enchant). Again, the most desirable high-end enchants are not generally available. Many rare recipes are [[BoP]] and cannot be traded, some are [[boss]] drops (and thus are available only to [[raid]]ing enchanters), others require [[faction]] grinding.
 
   
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==Training as an Enchanter==
*Products. Enchanting products can be profitable and ease the cost of gaining skills. Look into creating oils and enchanted leather and thorium. Check how expensive the materials are, and how much profit can be gained by selling the product. This may vary greatly depending on server, day of the week and several other factors. The [[inscription]] profession allows enchanters to use [[vellum]] to create [[scroll]]s. Each of these scrolls can be used to enchant one item. The scrolls can be sold in the [[auction house]] or mailed to players using the [[COD]] (cash on delivery) system.
 
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{{seealso|Enchanting Trainers}}
   
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Enchanting is taught by various enchanting trainers located throughout the world. Prospective enchanters must be at least level 5. Initial training costs {{cost|||10}}, granting the Apprentice level with a potential skill of 75 and access to a few starting enchantments. More enchantments can be learned from trainers, bought from vendors, or found throughout the world as the enchanter raises their skill level. In order to do enchantments, enchanters will need a [[Runed Copper Rod]] in their inventory.
*Miscellaneous armor types. Several items have a miscellaneous armor type (as opposed to cloth, mail, etc). These items do not follow the normal level requirements. Examples: Antique Silver Cufflinks and Lovely Charm Bracelets are both item level 1 and accept +3 Stamina and +9 Spirit, but not +7 Stamina or +9 Stamina. [[Formal Dangui]] is level 60 and accepts +260 mana, but apparently no other ''Wrath of the Lich King'' enchants.
 
   
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The following are the required levels and potential skill of each stage of the profession:
Low-level enchants which become available as enchanters raise their skills typically do not sell well - thus, while leveling, the most important enchanting skill is [[disenchanting]]. As an aside, disenchanting is one way to make tailoring profitable, as you can learn which crafted tailored items will generate dusts and essences—even shards—that sell for a higher price than the value of the materials. Depending on the economy on your server, it is sometimes possible with a tailoring/enchanting combination to put a considerable stockpile of gold in the bank well before you reach level 30.
 
 
Disenchanting will is vital to your progress and success as an Enchanter, since a vital part of Enchanting is farming the materials needed. If you don't farm shards, essences and dusts, and instead rely on people bringing you the materials, you will only be paid tips like any lock picker, and it will take a long time to level Enchanting. Considering how much you will be spending on formulas and training, it would take droves of tips for you break even, much less turn a profit. Instead, you want to farm the materials so you can include the market price for them in the cost of your services, making money both ways. That said, farming the high-demand items, such as {{loot|rare|Heavenly Shard}}s, requires runs through level 85 instances, as these can only be obtained by disenchanting high-level blue items. Alternatively, crafted high-level blue items will also yield Shards.
 
 
As you can see, enchanting requires a fairly good understanding of the mechanics of the game. You need to be familiar with what stats are of interest to which players and why, so that you can determine which enchants will be of value, and to be able to advise players who might be unsure.
 
 
At higher levels, an enchanter can enchant his or her own rings, but no one else's. The things an enchanter can do are a bit slanted toward casters; the oils, the wands, int buff is one of the early weapon enchantments. All characters can benefit from being able to disenchant; having a disenchanter along is an essential part of serious raiding.
 
 
==Enchanting training==
 
{{Enchanting recipes}}
 
   
 
{| class="darktable"
 
{| class="darktable"
 
|-
 
|-
 
! Proficiency !! Level !! Skill
 
! Proficiency !! Level !! Skill
 
|-
 
| align="left" | [[Enchanting proficiencies#Apprentice Enchanting|Apprentice]] || 5 || 1 - 75
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|- class="alt"
 
| align="left" | [[Enchanting proficiencies#Journeyman Enchanting|Journeyman]] || 10 || 50 - 150
 
|-
 
| align="left" | [[Enchanting proficiencies#Expert Enchanting|Expert]] || 20 || 125 - 225
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|- class="alt"
 
| align="left" | [[Enchanting proficiencies#Artisan Enchanting|Artisan]] || 35 || 225 - 300
 
|-
 
|-
| align="left" | [[Enchanting proficiency#Apprentice Enchanting|Apprentice]] || 5 || 1 - 75
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| align="left" | [[Enchanting proficiencies#Master Enchanting|Master]] || 50 || 1 - 75 {{bc-inline}}
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|- class="alt"
|-
 
| align="left" | [[Enchanting proficiency#Journeyman Enchanting|Journeyman]] || 10 || 50 - 150
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| align="left" | [[Enchanting proficiencies#Grand Master Blacksmithing|Grand Master]] || 65 || 1 - 75 {{wotlk-inline}}
|-
 
| align="left" | [[Enchanting proficiency#Expert Enchanting|Expert]] || 20 || 125 - 225
 
|-
 
| align="left" | [[Enchanting proficiency#Artisan Enchanting|Artisan]] || 35 || 200 - 300
 
|-
 
| align="left" | [[Enchanting proficiency#Master Enchanting|Master]] || 50 || 275 - 375
 
|-
 
| align="left" | [[Enchanting proficiency#Grand Master Enchanting|Grand Master]] || 65 || 350 - 450
 
 
|-
 
|-
| align="left" | [[Enchanting proficiency#Illustrious Grand Master Enchanting|Illustrious Grand Master]] || 75 || 425 - 525
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| align="left" | [[Enchanting proficiencies#Illustrious Grand Master Enchanting|Illustrious Grand Master]] || 75 || 1 - 75 {{cata-inline}}
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|- class="alt"
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| align=left | [[Enchanting proficiencies#Zen Master|Zen Master]] || - || 1 - 75 {{mop-inline}}
 
|-
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| align=left | [[Enchanting proficiencies#Draenor Master|Draenor Master]] || - || 1 - 100 {{wod-inline}}
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|- class="alt"
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| align=left | [[Enchanting proficiencies#Legion Master|Legion Master]] || - || 1 - 100 {{Legion-inline}}
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|- class="alt"
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| align=left | [[Enchanting proficiencies#Kul Tiran & Zandalari|Kul Tiran / Zandalari]] || - || 1 - 175 {{bfa-inline}}
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|- class="alt"
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| align=left | [[Enchanting proficiencies#Shadowlands|Shadowlands]] † || - || 1 - 150 {{sl-inline}}
 
|}
 
|}
   
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† [[Shadowlands]] proficiency is only available after purchasing the [[Shadowlands]] [[expansion]].
Apprentice to Artisan levels may be learned at enchanting trainers throughout Azeroth. The same trainers also teach various enchants for those levels.
 
   
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==Advancing as an Enchanter==
There are Master Enchanting trainers at [[Stormspire]] in [[Netherstorm]] and {{Alliance Icon Small}}[[Honor Hold]] as well as {{Horde Icon Small}}[[Thrallmar]] in [[Hellfire Peninsula]]. Although you need to be at least level 50 to learn Master Enchanting from them, they also train the following 4 enchants which do not require Master, but only an enchanting skill 300 (making them potentially available at level 35):
 
 
{{Enchanting recipes}}
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Enchanting items is the only way to progress through the stages. All enchantments have a requisite minimum enchanting skill needed to be able to be learned and used. Known enchantments will appear as one of four colors in the profession window, with a certain chance for a skill up (gaining a point).
   
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* <font color="red">'''Red:'''</font> Not high enough skill to learn the enchant. (seen on items that teach an enchantment.)
*{{loot|Enchant|Enchant Bracer - Assault}}
 
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* <font color="orange">'''Orange:'''</font> ''Always'' gain a skill point doing the enchant (unless you're already at the maximum). When indicated (with a number and up arrow to the right of the pattern name), the enchant will skill up by the shown number for each craft.
*{{loot|Enchant|Enchant Chest - Restore Mana Prime}}
 
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* <font color="yellow">'''Yellow:'''</font> ''Probably'' gain a skill point doing the enchant.
*{{loot|Enchant|Nexus Transformation}}
 
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* <font color="#00ee00">'''Green:'''</font> ''Probably not'' gain a skill point doing the enchant.
*{{loot|Enchant|Runed Fel Iron Rod}}
 
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* <font color="#bbbbbb">'''Gray:'''</font> Will never skill up doing the enchant.
   
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As enchanting skill increases, enchantments will eventually change from orange to yellow, yellow to green and green to grey. Only by finding higher skill level enchantments can one continue to progress through the profession. Approximately every 5-10 points, new enchantments will become available to learn from enchantment trainers. Alternatively, enchantments can be looted from corpses or purchased either from vendors or the [[auction house]]. Additionally, some enchantments cannot be gotten until you have a certain [[reputation]] level with a particular faction. These are listed at the [[Faction recipes/Enchanting|faction recipes]] entry.
Blood elves (having +10 enchanting) may learn an additional 7 enchants, also potentially at level 35. These are:
 
   
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==How to be an Enchanter==
*{{loot|Enchant|Enchant Bracer - Brawn}}
 
 
Low-level enchants (below skill 250) require rather large amounts of expensive components, but can rarely be sold. Even attempts to give them away for free can fail. Thus enchanters frequently end up re-enchanting the same item dozens of times just to increase their skill. At very low levels, disenchanting an item can increase one's Enchanting skill. This should be taken advantage of while available, as the materials gained will be used later regardless.
*{{loot|Enchant|Enchant Bracer - Major Intellect}}
 
*{{loot|Enchant|Enchant Gloves - Blasting}}
 
*{{loot|Enchant|Enchant Cloak - Greater Agility}}
 
*{{loot|Enchant|Enchant Cloak - Major Armor}}
 
*{{loot|Enchant|Enchant Gloves - Assault}}
 
*{{loot|Enchant|Enchant Shield - Tough Shield}}
 
   
 
Leveling enchanting is possible just with the materials gained from disenchanting items you find yourself and items from quests, but due to the slow rate, buying materials from the AH or having alternative characters, or friends or members of your guild supply you with items or materials can be quite a boost. Buying and disenchanting underpriced items from AH can be a cheaper way to obtain materials. Items such as a plate armor with +12 to Spirit has little value if worn or sold, but may disenchant to materials far in excess of the item's vendor value.
Enchanters use magical [[formula]]s to grant permanent augmentation to [[armor]], [[weapon]]s and other [[item]]s. [[Enchanting recipe]]s require the use of special [[Enchanting ingredient]]s which can be gathered by [[disenchant]]ing [[item]]s of [[uncommon]] or better [[quality]] or found as [[loot]]. Using these ingredients enchanters can make items more powerful.
 
   
 
A common tip is to disenchant items created with one of the crafting professions, such as tailoring, blacksmithing, jewelcrafting, or leatherworking. By leveling the crafting profession at the same time as enchanting, you will generate many uncommon-quality items. This is an easy way to obtain dusts and essences. However, depending on the item crafted and your server, selling either the crafting materials or the crafted item and buying enchanting materials with the money gained can be more effective. In most cases, it's an excellent way to offset the costs of leveling a crating profession, since the vast majority of low level crafting products are utterly worthless, but need to be made in order to train the skill. For this reason, recommended primary professions to accompany enchanting are:
Low-level enchants (below skill 250) require rather large amounts of expensive components, but can rarely be sold. Even attempts to give them away for free can fail. Thus enchanters frequently end up re-enchanting the same item dozens of times just to increase their skill.
 
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*[[Tailoring]]
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*[[Jewelcrafting]]
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*[[Leatherworking]]
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*[[Blacksmithing]]
   
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In order to sell enchantments on the auction house or transfer them via mail, you have the option of putting an enchantment onto a piece of [[Enchanting Vellum]]. This will give any skill points as though the enchantment was put onto a piece of gear, and will allow the enchantment to be treated and moved around as a physical item. Enchanting Vellum is created by [[Inscription]], and can also be bought from Reagent or Enchanting suppliers.
At very low levels, disenchanting an item can increase one's Enchanting skill.
 
   
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All characters benefit from an enchanter's abilities. Some particular reasons why are:
Leveling enchanting is possible just with the materials gained from disenchanting items you find yourself and items from quests, but due to the slow rate, buying materials from the AH or having friends or members of your guild supply you with items or materials can be quite a boost. Farming magic items for disenchanting is not recommended, thus enchanting is a profession for players with either backup from a guild, enough money to buy most of the materials, or a lot of patience. Buying and disenchanting underpriced items from AH can be a cheaper way to obtain materials rather than than buying them directly (particularly high level pre-TBC dusts/essences/shards). Items such as a plate armor with +12 to Spirit have no value if worn or sold, but may disenchant to materials far in excess of the item's vendor value.
 
   
 
*[[Twinks]]. Persons who have decided to create a character to play in different brackets in the battlegrounds reach a limit on gear upgrades. The popular twinking brackets are levels 19 and 29, less so 39 and 49. These are the most lucrative markets for those whose skill level is 300 in enchanting (as this is the Artisan Enchanting cap, before [[Burning Crusade]] enchants can be learned, which usually require item level 60).
A common tip is to disenchant items created with tailoring. This is an easy way to obtain dusts and essences. However, depending on the item and your server, selling either the cloth or the item and buying enchanting materials with the money gained can be more effective. In most cases, it's an excellent way to offset the costs of tailoring, since the vast majority of low level tailoring products are utterly worthless, but need to be made in order to train the skill.
 
   
 
*[[Weapon glow]]s. This is where those with lower-level enchanting skills can earn some profit. Many enchants make weapons glow in various colors. [[Minor Beastslayer]] (red), {{loot|enchant|Enchant Weapon - Fiery Weapon}} (orange) and [[Superior Striking]] (blue) are three of the more popular glow enchants. As in other professions, the more popular enchanting formulas can't be learned from a trainer; they are drops and must be purchased through the AH, or in some cases can only be bought from a vendor after a certain level of reputation has been reached, one popular example for this is the agility enchant for weapons (much liked by rogue twinks). In some cases, rich players (particularly on [[RP]] servers) may pay for weapon glows simply for the aesthetic aspect.
==Faction recipes==
 
Some recipes are only learnable after achieving a certain [[reputation]] level with a particular faction. These are listed at the [[Faction recipes/Enchanting|faction recipes]] entry.
 
   
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*High end content. Top level characters doing [[dungeon]]s, [[raid]]s, and [[PvP]] are generally expected to have enchantments on their gear. The most desirable high-end enchants are harder to get, but sell for a large amount of gold. Many rare recipes are [[BoP]], and are [[boss]] drops (and thus are available only to [[raid]]ing enchanters) or require [[faction]] grinding.
==Disenchanting==
 
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  +
*Non-enchant products. Enchanters can create low-level [[wand]]s and [[oil]]s, which can be used to provide a small temporary boost to Intellect or Spirit. They also create [[Enchanted Leather]], which is used by a few leatherworking recipes.
  +
 
Enchanting requires a fairly good understanding of the mechanics of the game. You need to be familiar with what stats are of interest to which players and why, so that you can determine which enchants will be of value, and be able to advise players who might be unsure.
  +
 
===Disenchanting===
 
[[File:INV Enchant Disenchant.png|right|frame|link=Disenchanting]]
 
[[File:INV Enchant Disenchant.png|right|frame|link=Disenchanting]]
Magical elements ([[dust]]s, [[essence]]s, [[shard]]s, and [[Crystal (enchanting)|crystal]]s) are needed as [[enchanting ingredient]]s, all of which can be created with [[disenchanting]]. Some magical elements can be found as [[loot]] or purchased from the [[Auction House]], or even certain [[Vendor]]s in limited quantities.
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Magical elements ([[dust]]s, [[Essence (enchanting)|essences]], [[shard]]s, and [[Crystal (enchanting)|crystal]]s) are needed as [[enchanting ingredient]]s, all of which can be created with [[disenchanting]]. Some magical elements can be found as [[loot]] or purchased from the [[Auction House]], or even certain [[Vendor]]s in limited quantities.
   
 
*{{quality|common|Dust}}: more often disenchants from {{quality|uncommon|Uncommon}} Armor and less often from {{quality|uncommon|Uncommon}} Weapons.
 
*{{quality|common|Dust}}: more often disenchants from {{quality|uncommon|Uncommon}} Armor and less often from {{quality|uncommon|Uncommon}} Weapons.
*{{quality|uncommon|Essence}}: more often disenchants from {{quality|uncommon|Uncommon}} Weapons and less often from {{quality|uncommon|Uncommon}} Armor. Three Lesser Essences can be converted to one Greater Essence of the same type, and vice versa.
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*{{quality|uncommon|Essence (enchanting)|Essence}}: more often disenchants from {{quality|uncommon|Uncommon}} Weapons and less often from {{quality|uncommon|Uncommon}} Armor. Three Lesser Essences can be converted to one Greater Essence of the same type, and vice versa.
 
*{{quality|rare|Shard}}: usually disenchants from {{quality|rare|Rare}} items and rarely from {{quality|uncommon|Uncommon}} items. Three Lesser Shards can be converted into one Greater Shard of the same type, but not vice versa.
 
*{{quality|rare|Shard}}: usually disenchants from {{quality|rare|Rare}} items and rarely from {{quality|uncommon|Uncommon}} items. Three Lesser Shards can be converted into one Greater Shard of the same type, but not vice versa.
 
*{{quality|epic|Crystal}}: always disenchants from {{quality|epic|Epic}} items and rarely from {{quality|rare|Rare}} items.
 
*{{quality|epic|Crystal}}: always disenchants from {{quality|epic|Epic}} items and rarely from {{quality|rare|Rare}} items.
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Disenchanting items can level your enchanting skill up to at least 60.
 
Disenchanting items can level your enchanting skill up to at least 60.
   
==Enchanter-crafted items==
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==Enchanter-Only Benefits==
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High level enchanters are able to enchant their rings with a powerful statistical boost. See [[Enchantments_by_slot#Finger|Enchantments by slot]] for a list of the available enchants.
Enchanters can [[Enchanter crafted item|create useful consumables and items]] for players.
 
   
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Raids or dungeons greatly benefit from having an enchanter in the party. Having an enchanter in the group will enable the Disenchant option when items uncommon-quality or better are being rolled for. This allows everyone the ability to disenchant any BoP items that no one wants, thus making an enchanter a valuable addition to a group.
Wizard Oils, Mana Oils, and some [[Wands]] are enchanter-crafted items.
 
*The craftable wands, {{loot|Uncommon|Lesser Magic Wand}}, {{loot|uncommon|Greater Magic Wand}}, {{loot|uncommon|Lesser Mystic Wand}}, and {{loot|uncommon|Greater Mystic Wand}} are of use, as they compete with quest reward and dropped wands in DPS.
 
:If you can use wands (cloth casters: Mage, Priest, or Warlock) and do not have access to twink hand-me-downs, the Lesser Magic Wand is almost certainly the first wand you will have access to - a big advantage at low levels.
 
:The craftable wands do arcane type damage.
 
*The consumable [[Oil]]s are applied to weapons in the same manner of [[Sharpening stone]]s and [[Poisons]].
 
:They are temporary enchants that do not stack with [[Sharpening stone]]s, [[Weightstone]]s, [[Flametongue Weapon]], [[Windfury Weapon]], [[Poisons]], or Alchemical [[Oil]]s.
 
:The two types of oils an Enchanter can make are Wizard Oils (additional spell damage, various strengths) and Mana Oils (additional mana recovery, various strengths)
 
:Note that Blizzard is trying to phase the use of temporary enhancements out, so far there are no new oils in WotLK and ALL vanilla/BC oils cannot be applied to high level items.
 
:These are (mostly?) only useful to blue bar classes.
 
:Although a Warrior or Rogue with an item that casts a spell could possibly benefit from Wizard Oil - I don't know if the game mechanics take this into account, but I do know that they have better temporary enchantment options.
 
*Items such as {{loot|rare|Smoking Heart of the Mountain}} and the Runed Enchanting [[Rod]]s are [[BOP]].
 
:The Runed Enchanting Rods are needed for Enchanting (for all except the most rudimentary recipes).
 
:They have no use outside of enchanting.
 
:They are upgraded to the next more powerful Enchanting Rod in succession; the current Enchanting Rod is consumed as a reagent in the creation of the next Enchanting Rod.
 
:(The more powerful Enchanting Rod functions as all of the lower Enchanting Rods; you do not need to maintain one of each.)
 
:Since they are BoP, you can expect to be making exactly one of each kind of Enchanting Rod.
 
*{{loot|common|Enchanted Leather}} is a crafting [[Reagent]] in demand by other [[Professions]].
 
 
==Blood elf racial bonus==
 
[[Blood elves]] have [[Arcane Affinity]]; a passive [[racial trait]] that provides a +10 [[skill]] bonus to Enchanting. [[Blood elves]] who first [[train]] Enchanting will begin with 11 [[skill]] and may exceed each [[proficiency]] by 10 [[skill]]. This allows you to create things earlier, although the leveling disregards the +10 bonus. For instance, if you were at skill level 60 (50+10) enchanting, you could train in an enchant that required level 60, but as far as the colors go, you would be able to train 10 levels more for every enchant before it turns green.
 
 
==Scrolls==
 
With the release of the {{wotlk-inline}}[[World of Warcraft: Wrath of the Lich King|Wrath of the Lich King]] expansion, a link between enchanters and scribes was created in the form of [[Vellum]]. These are blank scrolls for enchanters to store their enchants, enabling them to be traded and sold on the auction house. Originally, there were different levels of vellums and these were segregated into two groups: one for armor and one for weapons. These varying types and levels were removed in the {{cata-inline}}[[World of Warcraft: Cataclysm|Cataclysm]] expansion, and just one vellum type now exists that can be used at any level for either a weapon or armor enchant. Vellums can either be purchased from Inscription merchants, or crafted by scribes.
 
   
 
==Frequently asked questions==
 
==Frequently asked questions==
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<span style="border-top:1px solid gray;">&nbsp; &nbsp; &nbsp; &nbsp;</span>
 
<span style="border-top:1px solid gray;">&nbsp; &nbsp; &nbsp; &nbsp;</span>
   
'''Q:''' Can off-hand objects like orbs & wands be enchanted? How about Fishing Poles?
+
'''Q:''' Can off-hand objects like orbs be enchanted? How about Fishing Poles?
   
 
'''A:''' Fishing Poles are not considered 'weapons' and attempting to enchant them by an enchanter will give a "That item is not a valid target" error. Fishing lures are a temporary enchantment that can only be placed on fishing poles. Wands are a class of ranged weapons and currently can not be enchanted. Cataclysm level off hand items can be enchanted with intellect. At lower levels, only off-hand weapons and shields can be enchanted.
 
'''A:''' Fishing Poles are not considered 'weapons' and attempting to enchant them by an enchanter will give a "That item is not a valid target" error. Fishing lures are a temporary enchantment that can only be placed on fishing poles. Wands are a class of ranged weapons and currently can not be enchanted. Cataclysm level off hand items can be enchanted with intellect. At lower levels, only off-hand weapons and shields can be enchanted.
 
</div>
 
</div>
   
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==Patch changes==
==Exclusive items and enchantments==
 
  +
*{{Patch 8.0.1|note=Each expansion now has a separate profession skill bar, with smaller caps for each expansion, instead of one gigantic profession skill bar for all expansions put together}}
;Artisan trinkets
 
  +
*{{Patch 7.3.5|note=Materials received through [[Disenchant]] are now based on the item's expansion level instead of item level.}}
*[[Smoking Heart of the Mountain]]
 
;Master ring enchantments {{bc-inline}}
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*{{Patch 5.0.4|note=All enchantments now only require [[Runed Copper Rod]].}}
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*{{Patch 0.9|note=Completely revised and has had recipes added up to 200 enchanting skill. Enchanting now requires the disenchanting of magical items to get the required components. There are around 100 enchanting recipes.}}
*[[Enchant Ring - Healing Power]]
 
*[[Enchant Ring - Spellpower]]
 
*[[Enchant Ring - Stats]]
 
*[[Enchant Ring - Striking]]
 
;Grand master ring enchantments {{wotlk-inline}}
 
*[[Enchant Ring - Assault]]
 
*[[Enchant Ring - Greater Spellpower]]
 
*[[Enchant Ring - Stamina]]
 
;Illustrious Grand master ring enchantments {{cata-inline}}
 
*[[Enchant Ring - Agility]]
 
*[[Enchant Ring - Strength]]
 
*[[Enchant Ring - Greater Stamina]]
 
*[[Enchant Ring - Intellect]]
 
   
 
==See also==
 
==See also==
 
*[[Enchanting recipes|List of Enchanting Recipes]]
 
*[[Enchanting recipes|List of Enchanting Recipes]]
*[[Northrend enchantments by slot]]
 
 
*[[Making money with enchanting]]
 
*[[Making money with enchanting]]
 
*[[Enchantment]]
 
*[[Enchantment]]
 
*[[BoP enchanting recipes]]
 
*[[BoP enchanting recipes]]
 
*[[Disenchanting]], for details on Disenchanting and the results.
 
*[[Disenchanting]], for details on Disenchanting and the results.
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*[[Enchanter crafted items]]
 
  +
==References==
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{{reflist}}
   
 
==External links==
 
==External links==
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Please do *not* put leveling guide elinks here, they belong on https://wow.gamepedia.com/Tradeskill_leveling_guides -->
 
: ''For leveling guides please visit [[Tradeskill leveling guides]]''
 
: ''For leveling guides please visit [[Tradeskill leveling guides]]''
   
 
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{{elink|type=wowus|link=http://us.battle.net/wow/en/profession/enchanting}}
 
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[[Category:Enchanting| ]]
 
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[[fr:Enchantement]]

Revision as of 10:48, 26 October 2021

For lore on the enchanting profession, see enchanter.
Enchantments
Armor

Head
Shoulders
Back
Chest
Wrist
Hands
Legs
Feet
Shield
Finger

Weapons

Melee
Two-handed
Ranged
Fishing pole

Enchanting Icon Trade engraving [Enchanting] (Profession)
Ingredients  •  Proficiencies  •  Quests  •  Formulas  •  Trainers  •  Equipment
Trade engraving
  • Enchanting
  • Instant
  • Allows an enchanter to enchant basic items. Requires Dusts and Essences found by disenchanting magic items.

Enchanting is a primary profession in which characters use magical formulas to grant permanent augmentation to armor, weapons and other items. Enchanting recipes require the use of special Enchanting ingredients which can be gathered by disenchanting items of uncommon or better quality or found as loot. Using these ingredients enchanters can make items more powerful by adding a statistic bonus like strength or intellect or many other options.

See Enchantments by slot for a list of enchantments and their benefits.

Blood Elves have Inv enchant shardglimmeringlarge [Arcane Affinity], which provides a bonus of +10 to their Enchanting skill.

Official overview

Enchanters disenchant surplus magical items - and use the residue to permanently augment equipment of their choosing. With the right incantations and materials, an enchanter can add bonuses to their armor or weapons, making them stronger, faster, or more resilient (among a host of other mystic powers). Canny enchanters sell their unique services to other heroes, and command prices commensurate with the rarity of the work they produce.

Enchanters need the residue of magic items to work - the more potent the item, the rarer the residue. They also require enchanting rods to channel their magic.

Enchanting doesn't rely on a particular gathering profession, so Enchanters occasionally pursue Tailoring to allow them to quickly create magic items to disenchant.[1]

Training as an Enchanter

See also: Enchanting Trainers

Enchanting is taught by various enchanting trainers located throughout the world. Prospective enchanters must be at least level 5. Initial training costs 10c, granting the Apprentice level with a potential skill of 75 and access to a few starting enchantments. More enchantments can be learned from trainers, bought from vendors, or found throughout the world as the enchanter raises their skill level. In order to do enchantments, enchanters will need a Inv staff goldfeathered 01 [Runed Copper Rod] in their inventory.

The following are the required levels and potential skill of each stage of the profession:

Proficiency Level Skill
Apprentice 5 1 - 75
Journeyman 10 50 - 150
Expert 20 125 - 225
Artisan 35 225 - 300
Master 50 1 - 75 Bc icon
Grand Master 65 1 - 75 Wrath-Logo-Small
Illustrious Grand Master 75 1 - 75 Cataclysm
Zen Master - 1 - 75 Mists of Pandaria
Draenor Master - 1 - 100 Warlords of Draenor
Legion Master - 1 - 100 Legion
Kul Tiran / Zandalari - 1 - 175 Battle for Azeroth
Shadowlands - 1 - 150 Shadowlands

Shadowlands proficiency is only available after purchasing the Shadowlands expansion.

Advancing as an Enchanter

Enchanting formulas

Classic
Outland Bc icon
Northrend Wrath-Logo-Small
Cataclysm Cataclysm
Pandaria Mists of Pandaria
Draenor Warlords of Draenor
Legion Legion
Battle for Azeroth Battle for Azeroth
Shadowlands Shadowlands
Dragon Isles Dragonflight

Enchanting items is the only way to progress through the stages. All enchantments have a requisite minimum enchanting skill needed to be able to be learned and used. Known enchantments will appear as one of four colors in the profession window, with a certain chance for a skill up (gaining a point).

  • Red: Not high enough skill to learn the enchant. (seen on items that teach an enchantment.)
  • Orange: Always gain a skill point doing the enchant (unless you're already at the maximum). When indicated (with a number and up arrow to the right of the pattern name), the enchant will skill up by the shown number for each craft.
  • Yellow: Probably gain a skill point doing the enchant.
  • Green: Probably not gain a skill point doing the enchant.
  • Gray: Will never skill up doing the enchant.

As enchanting skill increases, enchantments will eventually change from orange to yellow, yellow to green and green to grey. Only by finding higher skill level enchantments can one continue to progress through the profession. Approximately every 5-10 points, new enchantments will become available to learn from enchantment trainers. Alternatively, enchantments can be looted from corpses or purchased either from vendors or the auction house. Additionally, some enchantments cannot be gotten until you have a certain reputation level with a particular faction. These are listed at the faction recipes entry.

How to be an Enchanter

Low-level enchants (below skill 250) require rather large amounts of expensive components, but can rarely be sold. Even attempts to give them away for free can fail. Thus enchanters frequently end up re-enchanting the same item dozens of times just to increase their skill. At very low levels, disenchanting an item can increase one's Enchanting skill. This should be taken advantage of while available, as the materials gained will be used later regardless.

Leveling enchanting is possible just with the materials gained from disenchanting items you find yourself and items from quests, but due to the slow rate, buying materials from the AH or having alternative characters, or friends or members of your guild supply you with items or materials can be quite a boost. Buying and disenchanting underpriced items from AH can be a cheaper way to obtain materials. Items such as a plate armor with +12 to Spirit has little value if worn or sold, but may disenchant to materials far in excess of the item's vendor value.

A common tip is to disenchant items created with one of the crafting professions, such as tailoring, blacksmithing, jewelcrafting, or leatherworking. By leveling the crafting profession at the same time as enchanting, you will generate many uncommon-quality items. This is an easy way to obtain dusts and essences. However, depending on the item crafted and your server, selling either the crafting materials or the crafted item and buying enchanting materials with the money gained can be more effective. In most cases, it's an excellent way to offset the costs of leveling a crating profession, since the vast majority of low level crafting products are utterly worthless, but need to be made in order to train the skill. For this reason, recommended primary professions to accompany enchanting are:

In order to sell enchantments on the auction house or transfer them via mail, you have the option of putting an enchantment onto a piece of Inv inscription armorscroll01 [Enchanting Vellum]. This will give any skill points as though the enchantment was put onto a piece of gear, and will allow the enchantment to be treated and moved around as a physical item. Enchanting Vellum is created by Inscription, and can also be bought from Reagent or Enchanting suppliers.

All characters benefit from an enchanter's abilities. Some particular reasons why are:

  • Twinks. Persons who have decided to create a character to play in different brackets in the battlegrounds reach a limit on gear upgrades. The popular twinking brackets are levels 19 and 29, less so 39 and 49. These are the most lucrative markets for those whose skill level is 300 in enchanting (as this is the Artisan Enchanting cap, before Burning Crusade enchants can be learned, which usually require item level 60).
  • Weapon glows. This is where those with lower-level enchanting skills can earn some profit. Many enchants make weapons glow in various colors. Spell holy greaterheal [Minor Beastslayer] (red), [Enchant Weapon - Fiery Weapon] (orange) and Spell holy greaterheal [Superior Striking] (blue) are three of the more popular glow enchants. As in other professions, the more popular enchanting formulas can't be learned from a trainer; they are drops and must be purchased through the AH, or in some cases can only be bought from a vendor after a certain level of reputation has been reached, one popular example for this is the agility enchant for weapons (much liked by rogue twinks). In some cases, rich players (particularly on RP servers) may pay for weapon glows simply for the aesthetic aspect.
  • High end content. Top level characters doing dungeons, raids, and PvP are generally expected to have enchantments on their gear. The most desirable high-end enchants are harder to get, but sell for a large amount of gold. Many rare recipes are BoP, and are boss drops (and thus are available only to raiding enchanters) or require faction grinding.
  • Non-enchant products. Enchanters can create low-level wands and oils, which can be used to provide a small temporary boost to Intellect or Spirit. They also create Inv misc rune 05 [Enchanted Leather], which is used by a few leatherworking recipes.

Enchanting requires a fairly good understanding of the mechanics of the game. You need to be familiar with what stats are of interest to which players and why, so that you can determine which enchants will be of value, and be able to advise players who might be unsure.

Disenchanting

INV Enchant Disenchant

Magical elements (dusts, essences, shards, and crystals) are needed as enchanting ingredients, all of which can be created with disenchanting. Some magical elements can be found as loot or purchased from the Auction House, or even certain Vendors in limited quantities.

  • Dust: more often disenchants from Uncommon Armor and less often from Uncommon Weapons.
  • Essence: more often disenchants from Uncommon Weapons and less often from Uncommon Armor. Three Lesser Essences can be converted to one Greater Essence of the same type, and vice versa.
  • Shard: usually disenchants from Rare items and rarely from Uncommon items. Three Lesser Shards can be converted into one Greater Shard of the same type, but not vice versa.
  • Crystal: always disenchants from Epic items and rarely from Rare items.

Disenchanting requires a certain amount of skill to perform, depending on the level of the item being disenchanted. Legendary items cannot be disenchanted.

Disenchanting items can level your enchanting skill up to at least 60.

Enchanter-Only Benefits

High level enchanters are able to enchant their rings with a powerful statistical boost. See Enchantments by slot for a list of the available enchants.

Raids or dungeons greatly benefit from having an enchanter in the party. Having an enchanter in the group will enable the Disenchant option when items uncommon-quality or better are being rolled for. This allows everyone the ability to disenchant any BoP items that no one wants, thus making an enchanter a valuable addition to a group.

Frequently asked questions

Q: Can I disenchant soulbound items?

A: It is possible to disenchant one's own soulbound items, but impossible to do so with other players soulbound items, even in the no trade window of the Trade dialog. Also, some soulbound items that are reputation related such as the [Hardened Stone Shard] cannot be disenchanted, so be wary (do some research, see Non-disenchantable Items, before trying to get some items with the intent to disenchant them).

       

Q: Can I enchant a single item more than once? Can I stack enchantments?

A: Yes, you can enchant a single item multiple times, overwriting previous enchantments; no, they do not stack. A confirmation dialog is displayed before the replacement is committed. Overwriting is done to either upgrade the enchantment or to skill up rapidly, wasting the enchantments.

       

Q: Can ANY enchantment stack?

A: Yes, WoW distinguishes two kinds of enchantments that will stack, permanent enchantments and temporary enchantments. One temporary enchantment can be stacked with one permanent enchantment on each item. Enchanter enchantments are permanent as are item augments like for example armor kits or shield spikes. Oils such as those produced by enchanters and alchemists and poisons used by rogues are temporary enchantments. For example, you could enchant your staff with an intelligence buff and use [Minor Mana Oil] on it.

       

Q: If I get the same enchant on both my main-hand and off-hand weapon (e.g., +15 agility), do I get the total of both enchants (+30 agility total)?

A: Yes, they stack.

       

Q: Can off-hand objects like orbs be enchanted? How about Fishing Poles?

A: Fishing Poles are not considered 'weapons' and attempting to enchant them by an enchanter will give a "That item is not a valid target" error. Fishing lures are a temporary enchantment that can only be placed on fishing poles. Wands are a class of ranged weapons and currently can not be enchanted. Cataclysm level off hand items can be enchanted with intellect. At lower levels, only off-hand weapons and shields can be enchanted.

Patch changes

  • Battle for Azeroth Patch 8.0.1 (2018-07-17): Each expansion now has a separate profession skill bar, with smaller caps for each expansion, instead of one gigantic profession skill bar for all expansions put together
  • Legion Patch 7.3.5 (2018-01-16): Materials received through Inv enchant disenchant [Disenchant] are now based on the item's expansion level instead of item level.
  • Mists of Pandaria Patch 5.0.4 (2012-08-28): All enchantments now only require Inv staff goldfeathered 01 [Runed Copper Rod].
  • Test-inline Patch 0.9 (2004-08-17): Completely revised and has had recipes added up to 200 enchanting skill. Enchanting now requires the disenchanting of magical items to get the required components. There are around 100 enchanting recipes.

See also

References

External links

For leveling guides please visit Tradeskill leveling guides