Enchanting Guide

Guide to Understanding Fractured Enchanting (Imbuing)

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Enchanting Table
Enchanting Table
Empty Enchanting TableWelcome to the Fractured Enchanting Guide. Enchanting in Fractured is very interesting and rewarding, although not straight-forward. To start, you will need to find an enchanting table.  This table can be found in a town or built on your plot. If you find that you cannot put anything in an enchanting table, you may not have permissions to use the table. This may mean you must build one on you own plot (See Basic Player's Guide for how to buy a plot and put a house on it).   Clicking on the table will bring up the enchanting interface.

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.

Giant's Heart ReagentEnchanting Table with WeaponIn 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.

Tier 1 enchant

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