Enchanting
The 26th skill - twenty-four enchantments written onto blank scrolls from crystal and dust, bound to your gear with a glow, tiered from 1 to 5, and learnt from Tomes dropped by the world bosses.
What Enchanting is
Enchanting is Olympus' 26th skill, built the way World of Warcraft does it. You write an enchantment onto a blank scroll from crystals and dust, the craft rolls a tier from 1 to 5, and you read the scroll onto a piece of gear in the slot it fits. The enchant stays on that item for good - every copy of that item id you ever wear carries it - and shows on your body: a full glow shell on weapons and shields, a faint sheet on armour.
Twenty-four enchantments cover every slot. A few are flat stat lines (Keen Edge +8% damage, Crest +10% accuracy), most are procs - burns, chills, arcs, splashes, rends, lifesteal, a poison that stacks, and Oblivion, which erases a share of what the target has left.
Open the
Grimoire of Enchanting to work the craft. The book is the whole interface: a Learned tab of recipes you know, an Unlearned tab of the ones you still need a Tome for, the materials each one takes and what you are holding, and the Craft button.
A craft rolls T1 50% / T2 30% / T3 14% / T4 5% / T5 1%. Tier scales the effect: T1 60%, T2 70%, T3 80%, T4 90%, T5 110% of the numbers below. Boosters, the Elixir, the Artisan talents and out-levelling the recipe all push the roll up.
Common (level 1), Rare (40), Epic (85), Legendary (125) - the level to craft and to read. The name is coloured by rarity in-game, like WoW. Six Commons are basic: always known, no Tome, one at each rung of the ladder.
The twenty-four enchantments
Every number is the enchantment's 100% value; multiply by the tier strength (a T1 Keen Edge is +4.8% damage, a T5 is +8.8%). Procs never proc off proc damage, and nothing here fires on other players - Olympus is PvM.
Weapons
| Enchantment | Rarity | Effect (100%) | Glow |
|---|---|---|---|
| Common | +8% damage | Keen | |
| Common | +10% critical hit chance | Radiance | |
| Common, basic (125) | 10% chance on hit to burn for 15% of the damage dealt, instantly | Fiery | |
| Common, basic (100) | 10% chance on hit to chill: the target deals -10% damage for 8 ticks | Frost | |
| Common | 8% chance on hit to poison for 3% of your max hit a tick, 6 ticks, stacking to 3 | Venom | |
| Rare | 15% chance on hit to heal 10 hp | Blood | |
| Rare | 12% chance on hit to splash every foe adjacent to the target for 40% of the hit | Tempest | |
| Epic | 8% chance on hit to rend: the target takes +15% damage from everyone for 13 ticks | Void | |
| Legendary | +8% damage; 6% chance on hit to smite - 60% of your max hit to the target and 30% to everything within 3 tiles | Wrath | |
| Legendary | 2.7% chance on hit to erase 10% of the target's remaining health, capped at five of your max hits | Void |
Weapon or shield
| Enchantment | Rarity | Effect (100%) | Glow |
|---|---|---|---|
| Epic | +5% damage; 5% chance on hit to restore 20 prayer points | Radiance | |
| Rare | 8% chance on hit to arc 25% of the hit to up to 3 foes within 2 tiles | Storm | |
| Rare | 10% chance on hit to ignite: the target burns for 25% of the hit over 5 ticks | Fiery | |
| Rare | Attackers are chilled when they strike you: -10% damage for 8 ticks | Frost | |
| Epic (weapon or amulet) | +5% damage; 12% chance on hit to roll a random burn, chill, poison or arc | Prismatic |
Armour and jewellery
| Enchantment | Rarity | Slot | Effect (100%) |
|---|---|---|---|
| Common | Shield | -8% damage taken | |
| Common, basic (1) | Head | Monsters notice you from 30% closer | |
| Common, basic (80) | Head | +10% accuracy | |
| Common, basic (40) | Body or legs | 8% chance when struck to heal 10 hp | |
| Common, basic (15) | Head, body, legs or amulet | Regenerate 5 hp every 5 ticks | |
| Common | Gloves | +15% critical hit damage | |
| Common | Boots | 10% chance to sidestep a hit entirely | |
| Rare | Cape | Blocks 8 damage from every hit | |
| Rare | Ring | +15% Olympian Points from every kill |
Cuirass, Phantom Blade and Mending are 10 / 10 / 5 hp at tier 5. Sustain that out-paced monster damage would force every boss hit to be a one-shot to matter, so the healing enchants are quality-of-life, not a tank build. The Hymnal's Wards and Hunger of Hades are where real sustain lives.
Mending (head, body, legs, amulet), Cuirass (body, legs), and the weapon-or-shield enchants - Radiance, Arcana, Embers, Frost, Selene - fit more than one slot, but wearing the same enchant on two pieces gives you only the highest tier worn, never the sum. A T3 Mending helm plus a T5 Mending body is a T5 Mending, full stop. Put the spare slots to different enchants. The in-game hover panel says the same under the slot line.
Learning recipes
Six enchantments are known from level 1 and need nothing:
| Basic enchant | Level | Craft xp (T1) |
|---|---|---|
| Veil | 1 | 1,000 |
| Mending | 15 | 2,000 |
| Cuirass | 40 | 4,000 |
| Crest | 80 | 10,000 |
| Rime | 100 | 16,000 |
| Cinders | 125 | 25,000 |
Everything else is learnt by studying its Tome - a book that teaches that one enchantment and is consumed. Rare and up can also come out of a
Sealed Enchantment, which teaches a random enchantment you do not yet know. Where the Tomes come from:
The three world bosses - each carries one Epic and two Rare Tomes, plus a booster or two:
| Boss | Tomes | Boosters |
|---|---|---|
| Medusa | Elixir 1/300, Candles 1/200, Font 1/1,500 | |
| Asterion | Bundle 1/150, Voidstone 1/500 | |
| Polyphemus | Sealed Enchantment 1/750, Lodestone 1/500 |
Zone monsters - every ordinary drop table drops one Common Tome (True Shot, Keen Edge, Swift Step or Iron Grip, dealt round the zones) at 1/75,000.
Boxes and raid seals - a separate roll on top of the reel prize, and the only source of the two Legendaries,
Sun and
Oblivion:
| Box | Rare | Epic | Legendary |
|---|---|---|---|
| 1/500 | 1/1,000 | 1/2,500 | |
| 1/600 | 1/1,200 | 1/3,000 | |
Ascendant Mystery Box | 1/750 | 1/1,500 | 1/5,000 |
Radiant Mystery Box | 1/1,000 | 1/2,500 | - |
Charmed Mystery Box | 1/1,500 | - | - |
| 1/600 | 1/1,200 | 1/3,000 | |
| 1/400 | 1/800 | 1/2,000 | |
| 1/300 | 1/600 | 1/1,500 | |
| 1/150 | 1/300 | 1/750 |
The roll hands over a random Tome of that rarity. The Empyrean seal is far better than any box.
Point stores sell nine of them outright: Keen Edge and Growth at the Voting Rewards store (40 votes), Bulwark and True Shot at the Skilling Point Store (30,000), Iron Grip (500) and Mantle (1,000) at Pest Control, and Swift Step (250), Phantom Blade (1,000) and Radiance (2,500) at the Donation Shop.
Materials
Every recipe is one
Blank Enchant Scroll plus dust and one colour of crystal - violet for arcane and void, azure for cold and sea, golden for light, verdant for growth, crimson for fire and blood:
| Rarity | Violet dust | Azure dust | Golden dust | Crystals |
|---|---|---|---|---|
| Common | 4 | - | - | 1 |
| Rare | 6 | 3 | - | 2 |
| Epic | 10 | 5 | 3 | 3 |
| Legendary | 16 | 8 | 5 | 4 |
Salvage is the real source. Every piece of gear you salvage in the Forgemark Crucible also pays enchanting materials, banded by the item's gear score (raid sets and anything worth a million-plus marks are lifted into the top bands):
| Band | Gear score | Violet | Azure | Golden | Crystals |
|---|---|---|---|---|---|
| 0 | under 50 | 1 | - | - | - |
| 1 | 50 - 99 | 1-2 | 25% | - | 10% |
| 2 | 100 - 199 | 2-3 | 1 | 35% | 30% |
| 3 | 200 - 349 | 3-4 | 1-2 | 1 | 1, 40% of a 2nd |
| 4 | 350 - 499 | 4-6 | 2-3 | 1-2 | 2, 50% of a 3rd |
| 5 | 500+ | 6-8 | 3-4 | 2-3 | 3-4 |
Crystals come in a random colour. Hercules and Tartarean gear salvage at band 4 or better; the Sovereign of Olympus set cannot be salvaged at all.
The cheap end is also sold: the Skilling Point Store has
Violet Dust at 250,
Azure Dust at 750 and blank scrolls at 1,000 Skilling Points, and every mystery box from Charmed up carries dust, blanks and a crystal on its reel.
Crafting well - the tier roll
Each quality point shifts that percent of the roll one tier up. Stack them:
Two things that are not items also count: mastery - +1 quality for every 5 Enchanting levels you hold above the recipe's level, up to +15 - and the Artisan talent tree (::talents): Enchanting is a production skill, so Artisan Flow adds +2 per stack, the material-save roll keeps your crystals, and the double-output roll makes two scrolls.
Craft xp is 1,000 / 4,000 / 12,500 / 40,000 for a Common / Rare / Epic / Legendary at tier 1, +25% per tier above (the basics have their own line, above). Reading a scroll onto gear pays half the craft xp times the tier.
Binding and removing
- Read a scroll to enchant the worn item in its slot, or use the scroll on an item in your pack.
- Same enchant, higher tier upgrades in place. The same or a lower tier is refused - you cannot waste a T5 on a T5.
- A different enchant asks yes / no, then replaces the old one.
- Disenchant by using the Grimoire on the item in your inventory - free, and the enchant is simply gone.
- Enchants are yours per item id: they never trade with the item. The scroll is the tradeable thing.
- Turn the glows off for yourself with Show Enchant Glows in the client settings if your machine minds them.
As of this guide's date the
Grimoire of Enchanting itself is not in any shop or drop table - the skill's materials, scrolls and Tomes are all live, but the book has to be handed out. Watch the update notes for where it lands.
A build to aim for
Melee - Sun or Oblivion on the weapon (Cinders until you have one), Frost on the shield, Crest on the helm, Cuirass on the body, Mantle on the cape, Iron Grip, Swift Step, Signet.
Ranged / magic - True Shot or Radiance on the weapon, Selene on the amulet, Bulwark on the shield, and the same armour set. Arcana on a two-hander for slayer packs.


