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Up to date as of January 31, 2010
(Redirected to Mage article)

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The information on this page is old. It has not been checked and verified since the previous update.

This page covers information about the specializations that can be learned on top of the ordinary professions.

Ankama and the players use or have used different words for this : Forgemage (Smithmagus), Carvemage (Carvmagus), Mage, Magus, Enchanter...

A specialization gives the ability to modify the characteristics of a weapon or equipment (element of the weapon, damages, characteristic bonuses, etc.) of the corresponding profession (eg. a Jewelmagus can only mage Rings and Amulets).




  • You must be at least level 65 in the profession you want to specialize in.
  • Like for any profession, you must have reached Level 30 in your other professions/specializations before you can learn a new specialization.

Types & Tools

Icon Normal Profession Specialization Tool
Axe Smith Axe Smithmagus Axe Smithmagus's Hammer
Bow Carver Bow Carvmagus Magic Bow Slasher
Dagger Smith Dagger Smithmagus Dagger Smithmagus Hammer
Hammer Smith Hammer Smithmagus Hammer Smithmagus Hammer
Jeweller Jewelmagus Jewelmagus' Setter
Shoemaker Shoemagus Shoemagus Leather Cutter
Shovel Smith Shovel Smithmagus Shovel Smithmagus Hammer
Staff Carver Staff Carvmagus Magic Staff Slasher
Sword Smith Sword Smithmagus Sword Forgemage's Hammer
Tailor Costumagus Costumagus' Needle
Wand Carver Wand Carvmagus Magic Wand Slasher
Getting the tool

Like professions, specializations require a specific tool to be equipped (see table above).


  • Treechnid's Forest (-5,-13) -- weapon magus only--
  • Brakmar (-29,38)
  • Bonta (-38,-55)


There are two possible enchantments (aka maging): potion (or element) enchant and rune enchant.

Note: It has been discovered that enchanting Ethereal weapons to add stat bonuses is also possible.



It is impossible to mage items with a level greater than two times the level of the smithmagus' profession.

Potion/Element Maging

This type of enchantment changes the damage property of weapons and, therefore, can only be done by Smithmagi and Carvemagi.

With potion/element maging, a smithmagus or carvmagus changes a weapon that gives neutral damage into a weapon that gives elemental damage — at the cost of a reduction in the weapon's base damage. See table below for details.

For a list of Neutral weapons, see Neutral Weapons.

The recipe for this type of enchant consists of two ingredients: a weapon that gives neutral damage + a smithmagic potion. Smithmagic potions are crafted by Alchemists and can usually be found in Alchemist Sellrooms. See the article on metarias, the main ingredient of smithmagic potions, for an understanding of the elemental nature of these potions.

Metaria type Normal Triam Mage
New damage 50% 68% 85%
Air Draught Potion Gust Potion Hurricane Potion
Earth Tremor Potion Landslide Potion Earthquake Potion
Fire Spark Potion Blazing Fire Potion Fire Potion
Water Drizzle Potion Shower Potion Tsunami Potion

The following is an equation to predict the new base damage after enchanting.

Note: the "Math.floor()" function below, rounds the final value inside the function down before storing it.
Min = The minimum neutral damage on the weapon
Max = The maximum neutral damage on the weapon
Rate =  The rate of the potion (see the table above)

New Min = Math.floor( (Min - 1) * (Rate / 100) ) + 1
New Max = Math.floor( (Min - 1) * (Rate / 100) ) + Math.floor( (Max - Min + 1) * (Rate / 100) )

Rune Maging

All Mages can use smithmagic runes to add/modify bonuses to a weapon or equipment according to their specific specialization.

The recipe consists of two ingredients: a weapon/equipment + a smithmagic rune. The type of rune determines the type of bonus, and the level of the rune determines the size of the bonus. See the table below for details.

Rune Type Level 10 Level 20 Level 30
Bonus 1 3 10
Wisdom Sa Rune Pa Sa Rune Ra Sa Rune
Strength Fo Rune Pa Fo Rune Ra Fo Rune
Vitality* Vi Rune Pa Vi Rune Ra Vi Rune
Intelligence Ine Rune Pa Ine Rune Ra Ine Rune
Agility Age Rune Pa Age Rune Ra Age Rune
Chance Cha Rune Pa Cha Rune Ra Cha Rune
AP Ga Pa Rune -- --
MP Ga Pme Rune -- --
Critical hit Cri Rune -- --
Heals So Rune -- --
Damage Do Rune -- --
Percent damage Do Per Rune Pa Do Per Rune Ra Do Per Rune
Reflect Do Ren Rune -- --
Range Po Rune -- --
Summon Summo Rune -- --
Pod Pod Rune Pa Pod Rune Ra Pod Rune
Damage to traps Pi Rune Pa Pi Rune Ra Pi Rune
 % Damage to traps Pi Per Rune Pa Pi Per Rune Ra Pi Per Rune
Initiative Ini Rune Pa Ini Rune Ra Ini Rune
Prospecting Prospe Rune Pa Prospe Rune --
Resist Fire Fire Re Rune -- --
Resist Air Air Re Rune -- --
Resist Water Water Re Rune -- --
Resist Earth Earth Re Rune -- --
Resist Neutral Neutral Re Rune -- --
 % Resist Fire Fire Ré Per Rune -- --
 % Resist Air Air Re Per Rune -- --
 % Resist Water Water Re Per Rune -- --
 % Resist Earth Earth Re Per Rune -- --
 % Resist Neutral Neutral Re Per Rune -- --
Life Vie Rune -- --
Hunting Weapon Hunting Rune -- --


  • Prior to v1.27.0 some runes (as listed above) can be upgraded to Pa at a rate of 100 to 1, and from Pa to Ra at a rate

of 5 to 1.

  • Pa and Ra runes are now obtainable only by shattering an item, and can no longer be made by combining regular smithmagic runes
  • Runes can be obtained by shattering items on a Munster Crusher. Prior to v1.16.1 runes were dropped by monsters
  • There are Rune Sell rooms in Bonta and Brakmar.
  • The Vi Rune grows in another pattern: Power 3/10/30 instead 1/3/10.

Mass Crafting

To mass produce, you need to do the following:

  • Add the item you want to mage.
  • Add the amount of runes you want to merge.
  • Click on the "Merge all" button to start the process. The button changes to "Stop", allowing you to stop the process at any moment.
  • You can also use the runes one by one by clicking on the "Merge Once" button.

Do NOT attempt to mass craft for someone else (via the 'invite to workshop' option), as it will destroy both the pile of runes and the item.


  • Maging yields 10, 30, ??,?? or ?? experience points per successful merge, depending on various factors such as the difficulty of the craft, the type of rune, etc. (See the discussion page.)
  • Failed merges give no experience and may decrease some of the item's bonuses (up to 10% each, which means +1 to +9 bonus sometimes don't decrease).

Note: Prior to version 1.16.1, experience was gained in proportion to the item power. If the crafting failed, you lost the item but still gained experience.

The success rate depends on the level of the mage and on which item you are trying to mage. The base success rate starts at 5% and reaches 94% at level 100. The real success rate varies from item to item. (It used to be (base rate - power), with a minimum success rate of 10%.)

For math junkies, your base success rate is:

90/100 * (magus_level - 1) + 5 rounded down, by linearity between (lvl 1 - 5%) and (lvl 101 - 95%).

Success rate

  • Rune maging[1]

The success rate shown is the success percentage of a level 100 magus. If you have 80% then you have only 80% of success compared to level 100 for the same rune, not 80% of success. The 94 % is useless for level 100 as their sucess rate is 100% of a level 100.

The real success rate is hidden and depends on the rune, weapon, bonus.

  • The rate decrease when any bonus is close to the usual best bonus.
  • The best rate is trying to raise an item bonus while it's under the usual lowest bonus.
  • The success decrease to "very low" when a "new" bonus has been added, for instance a +1 life on a gobball headgear. The difficulty of "overmaging" or adding new bonuses has been increased in the 1.27 update.
  • Prior to 1.27: RA rune are more difficult than PA rune and normal rune are the easiest. After 1.27: "Runes of superior power (Ra or Pa) have now exactly the same chance of causing a loss of a powerful stat than the equivalent in a less powerful rune."
  • easiest runes are Vi, Ini, Pod [2]
  • Change of element or signature rune doesn't change the success rate.
  • As of 1.27 the overall quality of the object affects the success rate. Prior to 1.27 it was mostly only the level of the magus.
  • The level of the object now affects the success rate (as of 1.27)

Automatic failure [3]

All runes have a maximum of 100 "power" unless the bonus is better (In which case the maximum is the best natural bonus). Any try to go further will be an automatic failure.

Some rune "power" :

  • RA PA, RA Pme, RA Po : power = 100 ( maximum +1 ; exception of natural +2 range bonus)
  • Cri, Do : power = 30 ( maximum +3 ; exception natural bonus better than 3)
  • Element maging [4]

The success rate to element maging as a maximum difficulty of 84 of based on the weapon's power( ie number of AP, damage dealt, bonus added ...).

The sucess rate is calculated as following : base rate - difficulty = real rate (hidden)

For instance someone with a rate of 94% and a 84 difficulty will have only 10% of success in element maging. And someone with a rate of 90 % will have only a 6% real rate for the same difficulty.

A level 100 will have 94% success rate.


See Mage/Guides.


  1. BillFR, Ankama Games, jeuxonline forum 08/01/07 (french)[[1]]
  2. Mary Pumpkins, Ankama Games, jeuxonline forum 08/01/07 (french) [[2]]
  3. Mary Pumpkins, Ankama Games, jeuxonline forum 08/01/07 (french) [[3]]
  4. BillFR, Ankama Games, jeuxonline forum 08/01/07 (french)[[4]]

This article uses material from the "Mage" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Enchantment article)

From the RuneScape Wiki, the wiki for all things RuneScape

Enchantment is the magic enhancement of an item, generally a form of jewellery, although bolts and orbs can also be enchanted. Enchantment spells always require Cosmic runes, and one or more kind of elemental rune (fire, water, air or earth.)

Enchantment spells are always found in the normal spellbook, not in the Lunar or Ancient spellbooks. Crossbow Bolt Enchanting is member-only, and f2ps may only enchant amulet jewellery.

Enchantment spells are as follows:

Icon Spell Magic Level Runes Required Experience Items affected
File:Enchant Crossbow Bolt icon.png Enchant Crossbow Bolt 4 varies varies Enchants any type of tipped bolts; up to 87 magic required
File:Enchant Level 1 Jewellery icon.png Enchant Level 1 Jewellery 7 1 cosmic, 1 water 17.5 Sapphire ring into Ring of recoil;
Sapphire necklace into Games necklace;
Sapphire bracelet into Bracelet of clay;
Sapphire amulet into Amulet of magic
File:Enchant Level 2 Jewellery icon.png Enchant Level 2 Jewellery 27 1 cosmic, 3 air 37 Emerald ring into Ring of duelling;
Emerald necklace into Necklace of binding;
Emerald bracelet into Castlewars bracelet;
Emerald amulet into Amulet of defence
File:Enchant Level 3 Jewellery icon.png Enchant Level 3 Jewellery 49 1 cosmic, 5 fire 59 Ruby ring into Ring of forging;
Ruby bracelet into Inoculation brace;
Ruby amulet into Amulet of strength;
Ruby necklace into Digsite pendant
File:Enchant Level 4 Jewellery icon.png Enchant Level 4 Jewellery 57 1 cosmic, 10 earth 67 Diamond ring into Ring of life;
Diamond necklace into Phoenix necklace;
Diamond bracelet into Forinthry bracelet;
Diamond amulet into Amulet of power
File:Enchant Level 5 Jewellery icon.png Enchant Level 5 Jewellery 68 1 cosmic, 15 earth, 15 water 78 Dragonstone ring into Ring of wealth;
Dragon necklace into Skills necklace;
Dragonstone bracelet into Combat bracelet;
Dragonstone amulet into Amulet of glory
File:Enchant Level 6 Jewellery icon.png Enchant Level 6 Jewellery 87 1 cosmic, 20 earth, 20 fire 97 Onyx ring into Ring of stone;
Onyx necklace into Berserker necklace;
Onyx bracelet into Bracelet of regeneration;
Onyx amulet into Amulet of fury

Glass orbs can also be enchanted, although these spells are referred to in the spellbook as "charge" spells. To do this a player must take the orb to the elemental obelisk related to the spell they wish to cast, and cast the spell on the obelisk, rather than the orb. Charged orbs are used on Battlestaves, using the Crafting skill, to make elemental battlestaffs.

Charge spells are always members only and use the normal spellbook.

Icon Spell Level Runes Required Experience Obelisk location
File:Charge Water Orb icon.png Charge Water Orb 56 3 cosmic, 30 water, 1 uncharged orb 56 Taverley Dungeon
File:Charge Earth Orb icon.png Charge Earth Orb 60 3 cosmic, 30 earth, 1 uncharged orb 70 Edgeville Dungeon
File:Charge Fire Orb icon.png Charge Fire Orb 63 3 cosmic, 30 fire, 1 uncharged orb 73 Taverley Dungeon
File:Charge Air Orb icon.png Charge Air Orb 66 3 cosmic, 30 air, 1 uncharged orb 76 Edgeville Dungeon

This article uses material from the "Enchantment" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to Enchanting article)

From TibiaWiki

Enchanting is the action of bestowing a weapon with elemental forces through magic. You can enchant a weapon with fire, energy, earth or ice. To enchant a weapon you need a weapon that's enchantable, for example a Spike Sword, and an enchanted gem. These gems can be made in Holy Shrines. Druids (Premium Accounts and with level 30+) can make enchanted small sapphires (ice) and enchanted small emeralds (earth). Sorcerers (Premium Accounts and with level 30+) can make enchanted small rubies (fire) and enchanted small amethysts (energy). This will always cost 300 mana and 2 soul points. Mana used for enchanting a gem counts towards the Magic Level, just like casting a spell.

To enchant a weapon you have to use the enchanted gem on the weapon. The enchanted weapon has a number of charges. Note that only one type of magic can be active on a weapon at time. The weapon will now do reduced hit damage plus the elemental damage. For example a Spike Sword has 24 attack, when enchanted the attack is reduced to 20 attack, and 4 elemental damage.

Enchantable Weapons

Name Lvl Atk Def Def. mod Hands Weight Enchantable Dropped By
Barbarian Axe Image:Barbarian Axe.gif 20 28 18 +1 One 51.00 yes None.
Blacksteel Sword Image:Blacksteel Sword.gif 35 42 22 Two 59.00 yes None.
Clerical Mace Image:Clerical Mace.gif 20 28 15 +1 One 58.00 yes Necromancer, Priestess, Dwarf Geomancer, Adept of the Cult, Braindeath, Ice Witch, Gozzler.
Cranial Basher Image:Cranial Basher.gif 60 44 20 -2 One 78.00 yes None.
Crystal Mace Image:Crystal Mace.gif 35 38 16 +1 One 80.00 yes Vashresamun, Yakchal.
Dragon Slayer Image:Dragon Slayer.gif 45 44 28 Two 82.00 yes Frost Dragon, Dragon Lord, Ushuriel.
Headchopper Image:Headchopper.gif 35 42 20 Two 45.00 yes None.
Heroic Axe Image:Heroic Axe.gif 60 44 24 +1 One 61.00 yes None.
Knight Axe Image:Knight Axe.gif 25 33 21 +1 One 59.00 yes Black Knight, Undead Gladiator, Hellhound, Morguthis, Fluffy.
Mystic Blade Image:Mystic Blade.gif 60 44 25 +2 One 35.00 yes None.
Orcish Maul Image:Orcish Maul.gif 35 42 18 Two 54.00 yes None.
Relic Sword Image:Relic Sword.gif 50 42 24 +1 One 48.00 yes Madareth, Quara Predator, Spectre, Thul, Werewolf.
Spike Sword Image:Spike Sword.gif 0 24 21 +2 One 50.00 yes Betrayed Wraith, Fluffy, Hellhound, Ice Golem, Pirate Ghost, Vampire.
War Axe Image:War Axe.gif 65 48 10 Two 61.50 yes Behemoth, Stonecracker, Undead Dragon, Nightmares.
War Hammer Image:War Hammer.gif 50 45 10 Two 85.00 yes Bandit, Hero, Nomad, Wild Warrior, Toad, Thornback Tortoise, Plaguesmith, The Count, Worker Golem, Furious Troll.

Other Enchantable Items

Name Attributes Weight Dropped By
Rainbow Shield Image:Rainbow Shield.gif
Def: 30, enchantable
69.00 None.
Worn Firewalker Boots Image:Worn Firewalker Boots.gif
8.00 None.

This article uses material from the "Enchanting" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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