Enchantments
You unlock Enchants starting at Paragon 15, at e200 Mysteries.
Why Enchantments are important
Enchantment is one of the most important features in the game. You can only enchant legendary and unique items, with the first level of enchantment costing 100 enchanting dust (Edust), and each successive level costing 1.5x as much (150, 225, etc). Each enchanting level’s bonus is multiplicative with each previous level, meaning that if an item has a 20% evocation efficiency enchant, the total evocation efficiency bonus from enchant will be 1.2^(enchant level). As a brief aside as to what that means, and how big a difference a larger enchant makes, see this table:
Enchant level | Bonus for a 20% Evo enchant | Bonus for a 30% Evo enchant | Extra profit from 30% over 20% |
---|---|---|---|
1 | 1.2x | 1.3x | 1.08x |
2 | 1.44x | 1.69x | 1.17x |
3 | 1.73x | 2.20x | 1.27x |
4 | 2.07x | 2.86x | 1.38x |
5 | 2.49x | 3.71x | 1.49x |
6 | 2.99x | 4.83x | 1.61x |
10 | 6.19x | 13.79x | 2.23x |
15 | 15.41x | 51.19x | 3.32x |
20 | 38.34x | 190.05x | 4.96x |
40 | 1,469.8x | 36,118.9x | 24.57x |
If you look at the second column, you'll see the total enchant bonus for an item with a 20% Evocation Efficiency enchant with a given enchant level. These bonuses are very large - an with the exception of very early enchant levels, WAY stronger than the base effect of the item. You can also see how changing the enchant bonus makes a HUGE difference, due to it being exponential scaling, and why item sets are primarily based around enchants. It's also worth noting that The Legion's reward gives all items a free +1 enchant level, and Resonator Ring gives +4 (these effects require there to be at least 1 enchant level on the item already). We often denote this by saying "Enchant Level X+5", where X is how much you actually upgraded the enchant. This means that the lowest enchant anyone ever really sees outside of R0 is 6, or maybe 2 in some phases were Resonator Ring isn't worn (although that's a precious few).
When you can spread enchants out among all item slots, simply gaining 1.5x more Edust will give you anywhere from 2000-500000x profit, depending on the class. This is why enchants are one of the most important and powerful features. When you first reach Realms, some of the most important Heritages to upgrade are the ones that boost Edust. Gaining more memories is primarily useful because of the extra Edust you can gain - the raw profit memories are not nearly as useful. This isn't quite as true earlygame when you don't have many slots you can enchant, but Edust is still incredibly profitable even then.
Enchanting Dust
Enchanting Dust resets on realm, meaning you have to make the most of the dust you get in any realm. Early on you won't be able to do a lot of things to increase the amount of Dust you earn outside of a few points in RealmUpgrades. Later on you will be able to respec your RealmUpgrades and focus entirely on gaining Enchanting Dust, which will give huge amounts of dust and should be started as soon as reasonably possible (Resetting your Realm Upgrades cost 5 Nullifier Core so swapping to Edust and then back to your other set will cost 10, early on this isn't sustainable but as soon as this is sustainable through Rare Goodie Expeiments it is highly recommended.
Experiment Efficiency is the main way to get Enchanting Dust later on into the game, if you are not doing Experiments yet then ignore all the mentions of Experiment efficiency below.
These are the main sources of Edust multipliers.
Realm Upgrades | ||
---|---|---|
Source | Per Level | |
Restorted Rituals | 25% | |
Unseen Efficiency | 25% Additive | |
Forseeable Results | 1% of spent Crafting Dust | |
Fundamental Distortions (e1000+) | 5% | |
Overblown Aspirations (if trials completed > 400, Edust bonus at 480, 780, 1200) | ||
Trials Completed | ||
110 | 10% | |
160 | 20% | |
250 | 20% | |
330 | 25% | |
480 | ||
780 | ||
1200 | ||
Items | ||
Enchanting Membrane | 1% Per Enchant | |
Resonator Ring | 1% Per Enchant level for Enchanting Membrane | |
Fey Glider | 40% | |
Artificer's Shoulderpads | 10% Experiment Efficiency | |
The Artificer's Crown | 10% Experiment Efficiency | |
Scales of Appraisal | Variable Experiment Efficiency | |
Abnormal Voidmass | 25% |