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Enchantment: Misc


Guild Wars

Up to date as of February 01, 2010

From GuildWiki

An Enchantment is "A spell that causes a positive effect for a period of time (e.g., speed, increased armor, increased Energy)."

This boost can be an increase in armor, a reduction in Energy cost or even turning damage inflicted into healing. It is usually easy to tell who has an enchantment cast on them since they all have a cloudy white ring around their middle torso, with a revolving icon indicating the profession of the caster, as well as a golden up-arrow at the end of their health bar and the enchantment's skill icon surrounded by a yellow border in the player's Effects Monitor. Characters enchanted with Death Nova are also surrounded by a distinctive green ring of fumes and sparkles.

Enchantments placed on a target will last for a specific time (like Aura of Restoration), until a condition is met (like Illusion of Weakness) or will last as long as the caster is willing to maintain the upkeep cost of -1 pips of energy regeneration (like Life Barrier). The exception is that maintained enchantments will end if the distance between the enchanted target and the caster ever becomes greater than the radar range.

Limited duration enchantments can be extended by using a weapon upgrade "of enchanting." Blessed Aura and Extend Enchantments can also extend enchantment durations.

Some effects trigger when an enchantment ends. These effects will trigger if an enchantment's duration expires or if the enchantment is removed, but they will not trigger if an enchantment is overwritten by another copy of the same enchantment.

Enchantment Stacking

As a basic rule, you can't have multiple copies of the same enchantment active, but you can have multiple enchantments of several types active at once.

Regarding maintained enchantments: When an ally casts a maintained enchantment on a target and other allies cast the same maintained enchantment on the same target, the following happens:

  • The enchantment ends when all maintainers stop maintaining it, or when an enchantment removing spell destroys it, in that case all maintainers stop maintaining it.
  • Enchantment effect on target is determined by stats of maintainer with the highest attribute investment i.e. when two player cast Life Barrier on a target, one having barrier reducing damage by 50% and the other by 52%, damage on target is reduced by 52%.
  • The enchantment effect on casters works for each caster independently; thus Essence Bond will give energy to everyone who maintains it on a target when the target is being hit, and Life Bond will damage everyone maintaining it when the target is hit, but each maintainers damage is reduced by the amount which is determined by his investment in Protection Prayers.
  • The end effect of a maintained enchantment can trigger multiple times if multiple people cast it on the same target.

Unmaintained enchantments work similarly:

  • When two copies of the same enchantment are cast on a target, the duration is reset to the higher duration of the two; either to the remaining duration of the already active enchantment, or to the longer duration of the new enchantment.
  • When a weaker enchantment is cast over a stronger enchantment, the effect of the stronger enchantment lasts as long as stronger enchantment lasts.

Related skills

For a list of enchantment spell skills, see Enchantment spell skills quick reference or Category:Enchantment Spells.

For a list of skills which can remove enchantments, see enchantment removal skills quick reference.

These skills involve enchantments in other ways:


  • The Guild Wars Prophecies manual describes Nature Rituals as "environmental enchantments", and some Ritual-related error messages refer to the effects of Nature Rituals as "global enchantments", however the game mechanics do not treat them as enchantments.
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This article uses material from the "Enchantment" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

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.


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