Enchantment (.0–.4)
Enchanting raises an item's tier-equivalent power and value — shown as the number after the dot (T5.3).
How it works
- Each enchant level adds +100 IP, so a T5.2 ≈ a flat T7 in raw power.
- Upgrade materials: Runes take gear to .1, Souls to .2, Relics to .3.
- You can't enchant up to .4 — .4 gear must be CRAFTED from .4 (Avalonian-grade) enchanted resources.
Where enchanted materials come from
- Enchanted raw resources (.1–.4) are gathered from nodes, far more common in higher-danger Red/Black zones.
- Runes/Souls/Relics come from mob drops, dungeons and the Black Market — combine at the Artifact Foundry with matching-tier gear.
Cost vs power
- Value climbs steeply per level: a .3 or .4 set costs many times a .0, so match your enchant to the risk of the content.
- In capped content (Corrupted/Hellgate) high enchant is wasted — bring cheap gear instead.
