So I've struggled to find good source of info on this topic so after a lot of research and experimentations I've come up with this guide that should help you understand this cool new feature of Fractured, as well giving some optimal recipes for tier 1 (T1) enchantments. Feel fre to use this as base to replicate the knoledge for our community
I'll be referencing to some amazing spreadsheets put together by incredible community folks! You rock! =D
Here @Soaryng took the time to creat a spreadsheet compiling the reagents and their stats! Great work!
https://forum.fracturedmmo.com/topic/9927/enchanting-table-chart-alpha-2-february-open-playtest
https://docs.google.com/spreadsheets/d/13771_4U2ndR7yOPvCg091V8mN7fs4m7-n08-DI1ykyM/edit#gid=0
Here @maze and Cross I belive, went even beyond and made an interacting spreadsheet with many functions
Just Outstanding (If you know the author exactly, let me know in the comments)
https://docs.google.com/spreadsheets/d/1UkAU9BUR5CEG7edgzvIhkZx35LS0h1UMAB_9TBBxYq8/edit#gid=1172436953
But let these spreadsheets aside for now or they won't make much sense.
First up there are 3 tiers of enchanting.
The highier the tier, the greater the bonus to the item. (Duhh!)
We have diferent categories of items to enchant. Each has it's own enchanting options. These categories and their enchanting options are:
-
Weapons
Damage increase
Crit. Chance
Crit. Damage
Spell Damage increase
Accuracy bonus
Luck Bonus
Durable -
Armor(chest, head, hand, feet)
Endurance regeneration bonus
Mana regen. bonus
Armor increase
Evasion bonus
Accuracy Bonus
Fortitude bonus
Willpower bonus
Ice/Fire/Shock/Magic/Poison/Acid Resistances
Luck Bonus
Durable -
Neckless (in the future I believe rings will fall in this category too)
Bonus endurance
Endurance regeneration bonus
Dexterity/Perception/Charisma/Constitution Bonuses
Damage increase
Crit. Chance
Crit. Damage
Spell Damage increase
Evasion/Accuracy/Willpower/Fortitude/Stealth/Detection/Lockpicking/Luck Bonuses
Ice/Fire/Shock/Magic/Poison/Acid Resistances
Lower Mana cost
Cooldown reduction
Durable -
Shield
Evasion/Fortitude/Willpower/Luck Bonuses
Ice/Fire/Shock/Magic/Poison/Acid Resistances
Durable
How many enchantations can an Item recieve?
This amount depends on the Magic affinity of that item ![alt text]( image url)
Above you see my armor that recieved 3 T1 enchantments, so it went from 7/7 brand new to 4/7 where "4" indicates the number of slots available.
The chest armor has the most with 7 "slots".
The Primitive Mage staff for exemple has Magic affinity of 3, so in other words, 3 slots for enchanting.
A tier 1 (T1) enchantment takes 1 slot. A tier 2 (T2) Enchantment takes 2 and a tier 3 (T3) takes 3.
(I'm not completely sure here on the T3 one so if anyone can confirm this info in the comments I can edit later)
Once you use one enchantment you can no longer do it again on the same item. For exemple:
Say I enchant my neckless with Inteligence bonus Tier 1 (T1). I will get +1 inteligence but it will take one slot in the Magic Affinity indicator changing from the original 7/7 to 6/7. Now I cannot enchant it with the same armor T1 again. You can however put Inteligence bonus T2 on it. The tier 2 inteligence gives 2 inteligence and it won't Stack up. So if you put T1 first and T2 afterwards you still end up with +2 inteligence from the T2.
How does it work?
when you get to an enchanting table and place the item on the center of the pentagram, it will display the enchantments options available, and each has 4 element "bubbles" that you will have to fill in order to be able to apply that enchantment.
![alt text]( image url)
When you insert reagents on the five slots you apply the reagent's stats. Althoug there are several Elements and it might look confusing at first, there is a good logic behind it, and whoever came up with this system is either a 4d chessplayer genius or a madman hahaha but don`t worry I'll help you understand it and it gets easier when you pass the initial confusion.
There are 19 elements on enchantation with cool names and nice symbols to them. Each reagent will have 3 different elements to it and you can see them hovering the mouse over the item so for exemple :
![alt text]( image url)
Above we have the spider gland Droped by the big spiders. It gives 2 Transform, 3 Life and 3 Order.
Tranform, Life and Order are 3 of the 19 Elements I mentioned.
Now here is what happens when I put it on the wheel:
![alt text](![b9d23abf-c6cb-422f-9fc0-15a58c3092af-image.png]( /assets/uploads/files/1585326007509-b9d23abf-c6cb-422f-9fc0-15a58c3092af-image.png) image url)
(You can hover to mouse over the simbols to see what element they represent)
Here we see that except Luck, all the other possible enchantments use either Transform or Order. Let's look only at Critical damage for a sec
![alt text]( image url)
The Spider gland gave it 2 ticks of Transform and 3 ticks of Order.
So what is the minimum requirement to be able to Enchant?
First it's good to note that you dont need 5 reagents on the wheel in order to do that.
For a Tier 1 enchantments you need a combination of Reagents that grant at least 2 "ticks" on the four elements like you see here:
![alt text]( image url)
When the condition is met, the line lights up like you see above for Critical chance and luck bonus.
(note that here there are two options of enchantment. There can be several at once depending on the combination of reagents. In this case the game will randomly select one of the lit up lines. Because of that whenever possible you want to find a combination that isolates the enchantment option you desire
)
For tier 2 enchantments you need a combination of Reagents that grant at least 5 ticks on all four elements of the desired enchantment.
At this stage in Alpha this kind of combination is not yet possible for most enchantments since we have a limited number of monsters and reagents. The curently limited available reagents have low stats, but in the future with more content there will be more reagents. They can be hard to find and rare or have better stats.
Our Bright developers can play with this in order to make Tier 2 and 3 enchantments something very desirable to give you a significant edge over your opponents and at the same time make the gathering process something to stimulate us to go to a diferent planet, hunt certain monsters or bosses, and even create a nice economy around it. We have to remember that items have durability and if there is no repairing tool, you'll have to keep recreating your "perfect set" from time to time and this gathering and enchanting may be a great deal in the universe of Fractured.
For Tier 3 Enchantments you need a combination of Reagents that grant 10 ticks on all four elements of the desired enchantment. ![alt text]( image url)
Above you can see the different collors on the "ticks" in the element "bubble". This one is the Energy element. The first 2 ticks are blue for Tier 1, the next 3 are purple for Tier 2, and the last 5 are Pink for Tier 3. Very Smart, very cool! Congratulations to the Devs =D
I can already see a great challange being the isolation of the desired Enchantment. Reaching a High Tier combination is already a challenge, now when you have multiple lines lighting up, that means you have one in two, one three chances of getting what you want. If you want to combine 2 or 3 different enchantments than it becomes an estatistic nightmare!!! That can be a real pain! so unless the Devs balance this in a way you have unique combinations for the various enchantments with 5 slots on the pentagram, 19 elements, 3 tiers and countless reagents.... getting those specific enchantments is going to be no more than a gamble... and more often than not, sadly, you won't get what you want.
Edit 04Apr2020: In the AMA @Prometheus clarified that RNG should not be an issue and that it should be easy to isolate the specific recipes!!! Great news!!
Here are some recipies of T1 I've come up with by experimenting thanks to the spreadsheet of @Soaryng. I've tryed several combinations and came up with the ones tha not only isolate the desired enchantment but also use the most commonly and easily found reagents.
![alt text]( image url)
Increse armor by 8%
![alt text]( image url)
Increase Durability by 50%
![alt text]( image url)
Increase Crt. Damage by 15%
Increase Crit. Chance by 1,5% Here I could not isolate so it's a 50% chance to get it right which suck because the rabbit paw is hard to get. (rabbits respawn in the same place so if you find one close to your house try to memmorize it's location and keep coming back for it =D)
![alt text]( image url)
Gives +1,5 something Mana regen
![alt text]( image url)
![alt text]( image url)
Tier 2 Inteligence!!! gives 2 inteligence
Conclusion:
Enchanting seems daunting at first but it eventually starts making sense. Like many other features of the game I'm very impressed with it. It looks like this will be a big part of the gameplay and it gives back meaning for hunting certain monsters and gathering stuff on the way. I noticed that after you discover all the knowledge of a monster, and accuire it's abilities, hunting it loses purpouse. But with this in place some hunting will get a whole new meaning and I'm excited to see how this is going to create an economy around it.
Enchanting is like a puzzle where you try to find the perfect match with various pieces and I enjoyed it a lot! I hope my efforts can help others not so inclined to experiment get a faster result out of it. If you control the wiki please use this info!! and a shout out to @Vengu If you could add this to the "A compilation of everything we know about Fractured." page that would be great!
Leave a comment if I got something wrong or if there anything we can add to it and this can be a post to help people understand this tricky cool new system!
As a note for the Devs: Thank you so much! Your work is fenomenal and I love it! xD