Guide to Understanding Fractured Enchanting (Imbuing)
Please do not copy content. If you use the guide in a video, please attribute Goreth and the Guild.
The table will have 5 spots for reagents and one spot, in the center for the item to be enchanted. You can use up to 5 reagents to create a recipe, but can use as few as 3.
Understanding the Reagents
The first thing to understand is that all reagents have 3 properties that defines them. These properties come from one of 19 possible properties. These properties are air, body, chaos, create, death, destroy, earth, energy, fire, knowledge, life, mind, negate, order, soul, time, transfer, transform, and water.
In this image we can see Giant's Heart has 3 properties of Soul, Earth, and Energy. Each property has a value as well. These values are the key to getting various Tier 1, Tier 2, and Tier 3 enchantments. Each recipe will apply to a particular type of equipment: Weapon, Armor, and Jewelry. And each will have certain requirements, such as Mind, Energy, Time, Transform. In the table image to the right we have a short bow in item slot and it shows the possible recipes for the weapon. At the top is the recipe for Accuracy Bonus and mousing over the first item shows Soul. The other three items are Transform, Fire, and Order.
Tiers for spells
Below is an image of the table with Reagents for the recipe. The recipe uses Troll Liver (Transform 4, Order 1, Energy 1), White Cap (Soul 2, Destroy 1, Air 1), Living Wood (Mind 1, Life 3, Order 2), and Fire Essence (Soul 2, Destroy 1, Fire 3), In order to get a spell to activate as an option, we must have a minimum of 2 pips in each of the four attributes to make a tier 1 spell, 5 pips for tier 2 spell, and 10 pips for a tier 3 spell. All the properties must meet the criteria. If you have 5 pips in 3 of the properties, but 4 pips in the fourth, you still end up with a tier 1 spell. You will note that there is a reagent that is highlighted red. For any non-legendary reagent (Summoned legends drop legendary reagents) you must have a stack of 5. Legendary reagents only require 1 to fill the spot.
This enchant would fulfill the requirements for a Tier 1 accuracy enchant for a weapon if it had a stack of 5 Fire Essence instead of 2. We add all of the attributes together to see if we meet the minimum requirements. In this case we have Soul 4 (Fire Essence and White Cap), Transform 4 (Troll Liver), Fire 3 (Fire Essence), Order 3 (Troll Liver and Living Wood), Energy 1 (Troll Liver), Destroy 2 (White Cap and Fire Essence), Air 1 (White Cap), Mind 1 (Living Wood), and Life 3 (Living wood). As you can see, the pips can come from any one reagents, or a combination of reagents. A single reagent can also fulfill more than one requirement. You can also use 2 or more separate stacks of the same reagent to fulfill the requirements. Some recipes will produce 2 possible enchants at the same time. If you click enchant, you will get one of them at random. It is recommended to avoid these recipes.
You cannot have 2 of the same enchant on one item. Once you have filled all possible enchantment slots you cannot replace an enchantment unless you upgrade it. For example, you cannot replace a health enchant with an accuracy enchant, but you could overwrite a tier 1 health enchant with a tier 2 health enchant.
This system creates a flexible and powerful way to create enchantments you might need. Some reagents may be more plentiful than other depending on where you are or what you kill. As such, these recipes can be adjusted to use what is most plentiful for you rather than have set recipes. The table below lists the recipes for the various enchants:
Weapons | ||||
Enchantment |
Slot 1 |
Slot 2 |
Slot 3 |
Slot 4 |
Accuracy Bonus | Soul | Transform | Fire | Order |
Cooldown Reduction | Mind | Transform | Time | Energy |
Critical Chance | Soul | Create | Chaos | Order |
Critical Dmg | Body | Transform | Chaos | Order |
Evasion Bonus | Soul | Transform | Air | Chaos |
Fortitude Bonus | Body | Negate | Death | Chaos |
Lower Mana Cost | Mind | Transform | Order | Energy |
Luck Bonus | Soul | Create | Chaos | Energy |
Willpower Bonus | Mind | Negate | Chaos | Energy |
Armor | ||||
Enchantment |
Slot 1 |
Slot 2 |
Slot 3 |
Slot 4 |
Accuracy Bonus | Soul | Transform | Fire | Order |
Acid Resistance | Body | Negate | Water | Chaos |
Bonus Endurance | Body | Create | Life | Energy |
Bonus Mana | Mind | Create | Order | Energy |
Detection Bonus | Soul | Create | Chaos | Knowledge |
Health Regen Bonus | Body | Transfer | Time | Energy |
Evasion Bonus | Soul | Transform | Air | Chaos |
Fire Resistance | Body | Negate | Fire | Chaos |
Ice Resistance | Body | Negate | Water | Order |
Fortitude Bonus | Body | Negate | Death | Chaos |
Luck Bonus | Soul | Create | Chaos | Energy |
Magic Resistance | Body | Negate | Energy | Knowledge |
Mana Regen Bonus | Mind | Transfer | Time | Energy |
Willpower Bonus | Mind | Negate | Chaos | Energy |
Poison Resistance | Body | Negate | Earth | Death |
Shock Resistance | Body | Negate | Air | Energy |
Stealth Bonus | Soul | Create | Air | Order |
Note: Shields are considered Armor for enchanting. |
Jewelry | ||||
Enchantment |
Slot 1 |
Slot 2 |
Slot 3 |
Slot 4 |
Accuracy Bonus | Soul | Transform | Fire | Order |
Bonus Endurance | Body | Create | Life | Energy |
Bonus Mana | Mind | Create | Order | Energy |
Constitution Bonus | Body | Transform | Life | Order |
Cooldown Reduction | Mind | Transform | Time | Energy |
Detection Bonus | Soul | Create | Chaos | Knowledge |
Health Regen Bonus | Body | Transfer | Mind | Energy |
Evasion Bonus | Soul | Transform | Air | Chaos |
Fortitude Bonus | Body | Negate | Death | Chaos |
Lockpicking Bonus | Mind | Create | Order | Knowledge |
Lower Mana Cost | Mind | Transform | Order | Energy |
Luck Bonus | Soul | Create | Chaos | Energy |
Mana Regen Bonus | Mind | Transfer | Time | Energy |
Willpower Bonus | Mind | Negate | Chaos | Energy |
Stealth Bonus | Soul | Create | Air | Order |