Public Testing: Enchantments and the Tavern

Development Update


Last week you were able to get a first look at our upcoming Realm Rework. Thank you, everyone, who provided feedback and had a look at the blogpost. This weekend we are going to have a first look at one of our new upcoming features “Enchantments” and the new one-room dungeon “The Tavern”. Keep in mind that especially Enchantments are in a very early stage and we mainly test the functionality of the feature. You will find portals in the Nexus to the new dungeon.

As always feel free to provide any kind of feedback on our social channels and the dedicated testing channel in the discord. But now time for the Designers to tell you more about the features.


The Enchantment system consists of several ways to enhance existing items with bonuses such as extra damage, stat boosts, on-hit procs, and the like. For the most part, this will take the form of collecting a new currency – Dust – and spending it with an Enchanter to enhance Tiered equipment. In this way, even mundane drops will become better and able to take your characters further into the planned new endgame tiers. In addition, small batches of UTs and STs will be given specific combinations of Enchantments to upgrade them with new and interesting abilities.

Enchantments and Seasonality

The Enchanting mechanics will only be available for Seasonal characters. By this, we mean that Dust and Engravings (see below) will only drop for Seasonal characters, and only Seasonal Characters will be able to access the Enchanter to modify what Enchantments any item has.

At the end of a Season, all Enchanted items will be transferred to the normal vault as usual and can be equipped by normal characters. However, they can no longer be modified as that requires Dust and Engravings. So your items will remain but locked in whatever combination you had when the season ended.

Accessing Enchantments

Enchantments can currently be accessed through the Enchanter, which is located in the Vault in the North East corner – opposite the Blacksmith.

Seasonal Characters can interact with them to bring up the Enchantments Menu:

Menu Key
1List of enchantable items – if an item can be enchanted, it will appear here.
2Currently selected item
3Filter – display everything, UT/STs or tiered equipment only.
4Enchantment slots – currently always show 4, but the placeholder graphics shows which slots are currently used.
5Enchantment slot with enchantment.
6Empty but unlocked Enchantment slot.
7Locked Enchantment Slot – this slot can be purchased. If there is no button next to the slot it cannot be purchased.
8List of Enchantments – shows only those available to buy or use on this item. If an enchantment cannot be applied it will not be shown, so in this case, no other Wisdom bonuses will be shown until the one on the item has been removed.
9An enchantment that can be purchased for this item.
10An enchantment which has been purchased for this item and can be applied. This can be done via the button or dragging the enchantment.
11Dust currencies.

Unlocking Slots

Unlocking slots will take a cost in Dust, depending on the item. An item needs to be generated with slots in order to unlock them though!

For this PT, all of the Tiered items will have between 0 and 4 slots when they are generated. All UTs will have exactly 1 slot. These will cost Dust to unlock, although the exact value needed has not yet been balanced.

Not every Tiered item has the ability to spawn with slots. Below is the table of the items which can be enchanted:

Item NameTypeTier
Bow of Covert HavensBOWT12
Bow of Mystical EnergyBOWT13
Bow of Deep EnchantmentBOWT14
Cloak of Endless TwilightCLOAKT5
Cloak of Ghostly ConcealmentCLOAKT6
Cloak of NightmaresCLOAKT7
Dagger of Foul MalevolenceDAGGERT12
Dagger of Sinister DeedsDAGGERT13
Dagger of Dire HatredDAGGERT14
Bloodshed BladesDUALBLADET12
Moonstone BladesDUALBLADET13
Soulforged BladesDUALBLADET14
Celebrant FlailFLAILT12
Divine FlailFLAILT13
Gravelord’s FlailFLAILT14
Acropolis ArmorHEAVYT13
Dominion ArmorHEAVYT14
Annihilation ArmorHEAVYT15
Golden HelmHELMT5
Helm of the Great GeneralHELMT6
Helm of the TribuneHELMT7
Hydra Skin ArmorLEATHERT13
Wyrmhide ArmorLEATHERT14
Leviathan ArmorLEATHERT15
Longbow of the Endless SkyLONGBOWT12
Longbow of the Morning SpiritLONGBOWT13
Longbow of the Midnight DiamondLONGBOWT14
Regal LuteLUTET5
Skyward LuteLUTET6
Nebular LuteLUTET7
Monarch MaceMACET5
Sovereign MaceMACET6
Grandmaster MaceMACET7
Morning Star of RepentanceMORNINGSTART12
Morning Star of ConjurationMORNINGSTART13
Morning Star of ReckoningMORNINGSTART14
Banishment OrbORBT5
Planefetter OrbORBT6
Dimensiongate OrbORBT7
Nightwing VenomPOISONT5
Baneserpent PoisonPOISONT6
Necrofish PoisonPOISONT7
Prism of PhantomsPRISMT5
Prism of ApparitionsPRISMT6
Prism of ReveriesPRISMT7
Golden QuiverQUIVERT5
Quiver of Elvish MasteryQUIVERT6
Quiver of the Autumn KingQUIVERT7
Ring of Paramount WisdomRINGT4
Ring of Paramount VitalityRINGT4
Ring of Paramount SpeedRINGT4
Ring of Paramount MagicRINGT4
Ring of Paramount HealthRINGT4
Ring of Paramount DexterityRINGT4
Ring of Paramount DefenseRINGT4
Ring of Paramount AttackRINGT4
Ring of Exalted WisdomRINGT5
Ring of Exalted VitalityRINGT5
Ring of Exalted SpeedRINGT5
Ring of Exalted MagicRINGT5
Ring of Exalted HealthRINGT5
Ring of Exalted DexterityRINGT5
Ring of Exalted DefenseRINGT5
Ring of Exalted AttackRINGT5
Ring of Unbound WisdomRINGT6
Ring of Unbound VitalityRINGT6
Ring of Unbound SpeedRINGT6
Ring of Unbound MagicRINGT6
Ring of Unbound HealthRINGT6
Ring of Unbound DexterityRINGT6
Ring of Unbound DefenseRINGT6
Ring of Unbound AttackRINGT6
Robe of the Grand SorcererROBET13
Robe of the Star MotherROBET14
Robe of the Ancient IntellectROBET15
Scepter of SkyboltsSCEPTERT5
Scepter of StormsSCEPTERT6
Scepter of the FirmamentSCEPTERT7
Seal of the Holy WarriorSEALT5
Seal of the Blessed ChampionSEALT6
Seal of InvocationSEALT7
Serpentine SheathSHEATHT5
Great Shinobi SheathSHEATHT6
Sonic Wave SheathSHEATHT7
Mithril ShieldSHIELDT5
Colossus ShieldSHIELDT6
Shield of Orcish RegaliaSHIELDT7
Dynastic StarSHURIKENT7
Lifedrinker SkullSKULLT5
Bloodsucker SkullSKULLT6
Mindwaster SkullSKULLT7
Magic Nova SpellSPELLT5
Elemental Detonation SpellSPELLT6
Burning Retribution SpellSPELLT7
Spellblade of the SunSPELLBLADET12
Spellblade of the Heavens LightSPELLBLADET13
Spellblade of the Everlasting DeathSPELLBLADET14
Staff of the Cosmic WholeSTAFFT12
Staff of the Vital UnitySTAFFT13
Staff of the Fundamental CoreSTAFFT14
Sword of AcclaimSWORDT12
Sword of SplendorSWORDT13
Sword of MajestySWORDT14
Skyslash TachiTACHIT12
Sunset TachiTACHIT13
Godslayer TachiTACHIT14
Tome of Divine FavorTOMET5
Tome of Holy GuidanceTOMET6
Tome of Hallowed LanguageTOMET7
Dragonstalker TrapTRAPT5
Giantcatcher TrapTRAPT6
Depthchaser TrapTRAPT7
Jade-Imbued WakizashiWAKIZASHIT5
Royal WakizashiWAKIZASHIT6
Virtuous WakizashiWAKIZASHIT7
Wand of RecompenseWANDT12
Wand of EvocationWANDT13
Wand of RetributionWANDT14

As you can see, the core rule is that the top 3 tiers in any Tiered item category can accept enchantments.

The list of UT items will be covered in the Unlocking section below.

Known Issue – Unlocking Slots

At the moment you will need to change areas after you gain an item in order for the slots to be unlockable. If you give yourself something in the Vault, then open the menu, you may see the following error:

If you do, go to the Nexus and back, and you should be able to unlock the slots as expected.

Unlocking Enchantments

There are two ways to unlock and apply enchantments, and this depends on the items you are trying to apply the enchantment to:

Tiered Items

Tiered items require Dust – a new currency that comes in Green, Blue, and Yellow. Green will be the most common, with Yellow available from only higher-level dungeons. For now, all of the enchantments are using placeholder costs.

To gain Dust you can give yourself the Test Dust Charm. This needs to be used in the Vault and will grant 5k in all Dust types. This should be more than enough to explore the options available during the PT!

The current enchantments for Tiered items are simple levers that affect (usually) a single aspect of the weapon or item. For instance, there is extra damage, extra range, extra Defence, etc. Therefore the more slots an item has, the more it can be customized.

  • Weapons have the most variety right now, as they have DPS-related stats boosts, as well as options to change many of the aspects of the weapon’s performance.
  • Rings are equally versatile:
    • The current logic is that you can turn any ring into either a dual-purpose ring or enhance its stats further.
    • IE – a ring of Attack can become a ring of Attack and Defence, where the Defence stat max it can get is equal to the next lowest tier of ring.
    • Or, you can use the slots to add enough to the stat the ring boosts that it counts as wearing a second, lower-tier version of the ring.
      • So an Unbound Ring of Attack can have +8 Defence added to it through this system or a further +8 Attack.
  • Armors add defensive stats, and also have a variety of on-hit procs, from healing to temporary stat boosts.
  • Abilities add HP and MP, as well as Speed and Wisdom. Some also have additional damage and range, like Weapons.
    • Currently, a number of other Enchantments for abilities are in development.
    • See the WIP section for more details.

To unlock and apply an Enchantment, you must:

  • Select an item from the list of those which can be enchanted.
    • This will show a list of the options to have in the Enchantments list.
  • You can then pay Dust to unlock each specific Enchantment.
  • This will remain unlocked for the season for all copies of that item.
  • So, for example:
    • You select Spellblade of the Heavens Light
    • You choose to unlock Extra Damage III.
    • This means that ALL Spellblades of the Heaven’s Light you have or gain through the rest of this season will be able to apply this enchantment if they have slots available.
    • However, you can use any combination of unlocked Enchantments on any Spellblades of the Heaven’s Light you have – they will not all start with or be forced to use the same combinations.

Once an enchantment has been unlocked, you can apply it to slots, so long as it is a legal option. You cannot, stack damage and damage, for instance, or range and range. This can be done by either dragging it to an empty slot or pressing ‘Apply’ to put it in the first available slot.

As noted above, this works for the Season. At the end of the Season, all Enchantments you have unlocked will require re-purchasing before you can use them again.


UTs follow a different pattern to Tiered items, due to their complexity. As you might imagine, given how many UTs follow specific fire patterns and have unusual bonuses, allowing them to take a +X% fire rate or even adding extra projectiles to them could cause them to break or become overpowered.

This is why UTs will use a system called ‘Engravings’ to apply Enchantments. Each Engraving will apply a package of tailored Enchantments to the UT which should keep it balanced and not break any special fire patterns or other upgrades it has. This also allows us to focus on a smaller group of such items per batch, theme them to events and dungeons, etc.

For this PT the following UTs can be Enchanted:

Item NameTypeGained From
Steam PipeStaffSteamworks
Laser PointerWandSteamworks
Bow of the VoidBowVoid
Diplomatic RobeRobe03
Vest of Abandoned ShadowsLeatherShatters
Gladiator GuardHeavy03
Overclocking AmuletRingSteamworks

The Engravings they gain will be dropped from the Hard-Mode Steamworks which is also under production at the moment. These Engravings will apply the following bonuses:

NameApplies ToDescription
Iron PlatingArmourIncreases the defense of the item, and adds an on-hit heal effect.
Kogbold SpiritRingIncreases Hitpoints and Defence.
Heavy HitterWeaponIncreased damage, projectile size, and turns projectiles into large bullets or cannonballs. The projectiles also move slower but retain the same range.
Gatling ShotsWeaponDecreases damage and projectile size, while turning the shots into smaller bullets. Also, increases firing rate and projectile speed without increasing range.

Engravings work differently from normal Enchantments in that they require a consumable object to apply them. To test, you can give yourself

  • Iron Plating Engraving
  • Kogbold Spirit Engraving
  • Heavy Hitter Engraving
  • Gatling Shots Engraving

If you have these items in your inventory you will be able to apply the Engraving like a normal Enchantment. IE, select the item, and select to apply the Engraving. This will bring up a confirmation box and cost 1 copy of the Engraving.

Engravings CANNOT be removed or replaced after application, nor can they stack. So you cannot have Gatling Shots and Heavy Hitter on the same weapon, nor stack Iron Platings. Nor can you swap Gatling for Heavy after it has been applied.


The purpose of this PT is to get feedback on the functionality and usability of the system as it stands. The core is there, although using placeholder graphics for the most part. There are close to 250 individual enchantments, and not all of them have been balanced for every situation and combination, so please let us know if you find anything which breaks the game. Most values and bonuses on the tiered items especially are there to show progress instead of being solid values we will go for when this system is released.

Keeping that in mind, please try and focus on the system as a whole and not the individual bonus given by a specific Enchantment. While we welcome balancing feedback, for sure, we’d like to keep the discussion around things like the Enchanter, what you’d like to see on the interface, feedback on unlocking Enchantments, etc. If anything is very much over or underpowered then make a note of that in your feedback, but please do not make it the entirety of your report. Thanks in advance!

Coming Soon

This PT will also not be going out with all of the features of the final Enchantments system. Instead, it is covering what we have at the moment because, as noted above, we want to check that the core system is working and useable.

There are a number of new Enchantment mechanics in production right now, specifically ones that will even out the lack of content for certain Abilities. Things like a reduced mana cost, better stat scaling, increased AOE radius, etc. Suggestions for new mechanics people would like to see are also as welcome as balancing feedback, but this is just a note to let you know we are aware some items have a shorter list of Enchantments than others. This will be addressed!

Dungeon – The Tavern

The Tavern is a new one-room dungeon consisting of one boss fight similar to that of the Court of Oryx dungeons.

Note: The content for this PT is a work in progress. The art is placeholder and is not representative of the final content you will see on release.

The Tavern, as the name suggests, is a tavern, but not your run-of-the-mill tavern. Located in the fiery depths of hell, the tavern is frequented only by those who have been invited. The resident bard is always on call to entertain the guests, even those who are not welcome there.

The boss fight consists of 6 phases, each encouraging in some way, player movement, mainly in the form of rotating around the arena as a sort of tavern dance. We would love to know your thoughts on the fight and mechanics within each phase.

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