AlbionOracle

Codex

Every item — stats, abilities, crafting and live prices.

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.