Enchanting is the practice of creating a magic item, either adding an enchantment to an existing item or creating one from scratch with an enchantment built into it. See the or Magic Items pages for a complete list of the items you can craft via Enchanting.
PLEASE NOTE: There is no mechanical difference between “crafting a magic item” and “adding an enchantment to an item.” Being an Enchanter lets you both craft magic items from base materials and add enchantments to an unenchanted item. Which your character does is up to you and the circumstances you find yourself in. If you’re given a sword and paid to enchant it, then you’re adding the enchantment to the sword; if you’re given a pile of metal and magical resources and asked to make an enchanted suit of armor, you craft the armor itself along with building the enchantment into it. There is no mechanical difference between the two processes.
If you wish to craft an item, you need three things:
Formulae are learned via the Enchanter, Enchanting Training, and Master Enchanter abilities. Enchanter teaches your character all of the Apprentice-level formulae, every level of Enchanting Training teaches you all of the non-Master-level formulae contained in one formulae list of your choice, and Master Enchanter teaches you all of the Master-level formulae contained in the formulae lists you’ve learned via Enchanting Training.
The resources necessary to craft an item are listed in its entry, and usually consist of some combination of Mine and Forest resources, though Aether Crystals and Herbs are sometimes required as well.
The time required to craft an item is normally one third of the time between events, i.e. you can craft up to 3 items during a single Round of Downtime. You can drastically shorten the time it takes to craft an item by undergoing either of the O-Del’s Ironbound Focus or Anvil, Forge, And Grindstone rituals, which allow your character to craft an item overnight during an event (you, the player, can get a full night’s sleep, but your character spends the entire night in a magical fugue state crafting the item).
These are the steps you need to go through to craft an item:
Note: For the first event, we will have an assortment of lammies pre-made for enchanted items, and every crafter will be able to craft one item as if they were under the effects of O-Del’s Ironbound Focus at some point during the event without needing to perform the ritual. This is a one-time effect to reward crafters attending the first event only, and will not be repeated.
Enchanted items do not last forever; in fact, they only tend to last a few years. Whenever you craft an enchanted item, it will have four (4) events’ worth of charge in it. At the end of the fourth event, it loses its power and becomes a mundane version of the item. Another enchantment can be applied to it at that point, but the old enchantment is gone.
The only way to intentionally make an enchanted item permanent is to use Orichalcum in its construction. Some particularly spectacular or holy feats may imbue an item with power, causing its enchantment to last much longer than usual, but these instances are incredibly rare and totally unpredictable. Items with permanent enchantments are referred to as Artifacts.
Enchanters can break down enchanted items, recovering some of the resources that were used to make them. You can only Disenchant an item if you know its crafting formula (you do not need to be the person who actually crafted that specific item, however). Once you have Disenchanted an item its Enchantment is gone forever.
In order to Disenchant an item, you must bring its card to Wheelhouse and fill out a request form to have it Disenchanted; once that’s been submitted, Wheelhouse will take the item’s card from you, give you the dice, have you roll them, pick out the appropriate resources that you receive in exchange for Disenchanting the item, and hand them to you.