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Scrolls & Dust
These are the consumable items that support the enchant system: the ones that protect your gear, improve your odds, move enchants around, and expand what an item can hold. You will pick them up from crates, the Jarton Pass, the Enchanter, and as enchant drops.
Scrolls
White Scroll
Protects an item from being destroyed by a failed enchant application. Apply it to the gear before you start dragging risky books on. The scroll only burns up if an apply actually fails, so on a safe apply it stays put.
Shows PROTECTED in the item's lore while active.
Holy White Scroll
A step up from the White Scroll. Applied to armour or a weapon, it gives a 100% chance to keep that item if you die. Where the White Scroll guards against the enchanting table, the Holy White Scroll guards against the graveyard.
Shows *HOLY* PROTECTED in the item's lore.
Black Scroll
Pulls a random enchant off an item and turns it back into a book. The book comes out at a 95% success rate, so you can move an enchant from one piece of gear to another instead of losing it. Apply the scroll directly onto the enchanted item to extract.
Transmog Scroll
A cosmetic clean-up tool. Apply it to an item to sort its enchants by rarity in the lore and add a small enchant-count tag to the item's name. Purely organisational, it does not change what the enchants do.
Randomization Scroll
Apply it to an enchantment book to reroll that book's Success and Destroy rates. If you opened a book with poor odds, a Randomization Scroll gives you another roll at better ones. Each scroll matches a rarity and only works on books of that rarity.
Dust
Magic Dust
Apply it to an enchantment book to raise that book's Success Rate by a set percentage. The higher a book's success, the better your odds of the enchant landing on the first try, and Magic Dust also lowers the failure chance. Each Magic Dust matches a rarity and applies to books of that rarity.
Mystery Dust
The failed by-product of Magic Dust. It has no use on its own, it is mostly something you trade up. Two of the same can be combined at the Enchantment Alchemist toward better dust.
Secret Dust
An unidentified satchel. Right-click it to open it for either Magic Dust or Mystery Dust, you do not know which until you open it.
Slots & Orbs
Gear holds a base of 4 enchants, raisable to a maximum of 8. You expand that cap with Enchantment Orbs, bought from the Enchantment Shop (/enchantshop).
Orbs show the slot count directly in the item's lore and come in three variants so they match the gear:
| Orb | Applies to |
|---|---|
| Weapon Enchantment Orb | Swords, axes, bows, and other weapons |
| Armour Enchantment Orb | Helmets, chestplates, leggings, boots |
| Tool Enchantment Orb | Pickaxes, shovels, hoes |
Each orb shows its own success rate and how many slots it adds, up to the cap of 8.
Renaming gear
Item NameTag
Right-click an Item NameTag, then type the name you want, to rename a piece of enchanted gear. Colour codes are allowed; a word blacklist keeps names clean. Only works on custom-enchanted items.
Related
- Enchantments overview — how applying, success, and destroy rates work
- Souls — Soul Trackers and Soul Gems
- Enchanter, Tinkerer & Alchemist — where to spend and trade