> For the complete documentation index, see [llms.txt](https://docs.pawtato.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.pawtato.gg/pawtato-land/gameplay/buildings/enchanter.md).

# Enchanter

Write an enchantment onto your equipment, or break gear down for enchanting materials.

The **Enchanter** adds a bonus to a piece of equipment: a stat, extra Weapon Damage or a combat effect. Every item has **one enchantment slot**: enchanting writes a bonus into that slot, and the bonus works for the Hero for as long as the item is equipped. Items you no longer need can be **disenchanted** into the materials that pay for it.

{% hint style="info" %}
📍 **Jump in:** [Open the Enchanter in Pawtato Land](https://pawtato.gg/?en=1\&move=4197:1574)
{% endhint %}

Clicking the building on the world map opens two tabs:

<table><thead><tr><th width="180">Tab</th><th>Purpose</th></tr></thead><tbody><tr><td><strong>Enchant</strong></td><td>Pick a piece of equipment and an enchantment, then attempt to enchant it.</td></tr><tr><td><strong>Formulas</strong></td><td>See the enchantments you know and learn new ones from enchanting formulas.</td></tr></tbody></table>

## Enchantments

Every player knows these three enchantments from the start:

<table><thead><tr><th width="200">Enchantment</th><th width="160">Effect</th><th width="200">Fits</th><th>Materials per attempt</th></tr></thead><tbody><tr><td><strong>Lesser Vitality</strong></td><td>+2 Vitality</td><td>Body Armor</td><td>10 Arcane Powder</td></tr><tr><td><strong>Lesser Strength</strong></td><td>+2 Strength</td><td>1-Hand and 2-Hand Weapons</td><td>5 Arcane Powder + 3 Runic Fragment</td></tr><tr><td><strong>Lesser Intelligence</strong></td><td>+2 Intelligence</td><td>1-Hand and 2-Hand Weapons</td><td>5 Arcane Powder + 3 Runic Fragment</td></tr></tbody></table>

Every other enchantment is learned from an **enchanting formula** (**Formula: Enchant&#x20;*****\<Name>***):

<table><thead><tr><th width="210">Enchantment</th><th width="190">Effect</th><th width="150">Fits</th><th>Materials per attempt</th></tr></thead><tbody><tr><td><strong>Lesser Dexterity</strong></td><td>+2 Dexterity</td><td>Body Armor</td><td>10 Arcane Powder</td></tr><tr><td><strong>Lesser Agility</strong></td><td>+2 Agility</td><td>Body Armor</td><td>10 Arcane Powder</td></tr><tr><td><strong>Lesser Resistance</strong></td><td>+2.5% PDR and MDR</td><td>Body Armor</td><td>10 Arcane Powder + 1 Runic Fragment</td></tr><tr><td><strong>Resistance</strong></td><td>+5% PDR and MDR</td><td>Body Armor</td><td>20 Arcane Powder + 3 Runic Fragment + 1 Small Radiant Shard</td></tr><tr><td><strong>Luck</strong></td><td>+10 Luck</td><td>Body Armor</td><td>20 Arcane Powder + 3 Runic Fragment + 1 Small Radiant Shard</td></tr><tr><td><strong>Preparation</strong></td><td>Begin combat with +1 Charge stack</td><td>Head Armor</td><td>50 Arcane Powder + 10 Runic Fragment + 1 Pure Essence</td></tr><tr><td><strong>Resilience</strong></td><td>Begin combat with +1 Pain stack</td><td>Head Armor</td><td>50 Arcane Powder + 10 Runic Fragment + 1 Pure Essence</td></tr><tr><td><strong>Rush</strong></td><td>Begin combat with +1 Time stack</td><td>Head Armor</td><td>50 Arcane Powder + 10 Runic Fragment + 1 Pure Essence</td></tr><tr><td><strong>Lesser Striking</strong></td><td>+3 Weapon Damage</td><td>1-Hand Weapons</td><td>10 Arcane Powder + 3 Runic Fragment</td></tr><tr><td><strong>Lesser Force</strong></td><td>+5 Weapon Damage</td><td>2-Hand Weapons</td><td>15 Arcane Powder + 5 Runic Fragment</td></tr><tr><td><strong>Lesser Speed</strong></td><td>+25 Speed</td><td>1-Hand and 2-Hand Weapons</td><td>10 Arcane Powder + 3 Runic Fragment</td></tr><tr><td><strong>Lesser Magic Penetration</strong></td><td>Attacks ignore 5% MDR</td><td>1-Hand and 2-Hand Weapons</td><td>20 Arcane Powder + 3 Runic Fragment + 1 Small Radiant Shard</td></tr><tr><td><strong>Lesser Precision</strong></td><td>+2.5% Hit Chance</td><td>Offhand</td><td>20 Arcane Powder + 3 Runic Fragment + 1 Small Radiant Shard</td></tr></tbody></table>

* **Weapon Damage** is added to both ends of the weapon's own damage range, and the item's details show the enchanted range.
* **Preparation**, **Resilience** and **Rush** only help a Hero who has a [Skill](/pawtato-land/gameplay/heroes/skills.md) of the matching trigger equipped: Charge, Pain or Time.

The **Formulas** tab lists what you know, grouped into **Weapon**, **Armor** and **Talisman** enchantments, and the enchanting formulas in your Backpack that you can learn. Learning an enchantment consumes the formula, and the enchantment stays known on your account for good. A formula can't be learned while it is listed on the Marketplace, or if you already know its enchantment.

### Finding enchanting formulas

Enchanting formulas are **tradeable**, so you can also buy them on the [Marketplace](/pawtato-land/gameplay/marketplace-and-exchange/marketplace.md). In the World they come from:

<table><thead><tr><th width="280">Source</th><th>Formula: Enchant …</th></tr></thead><tbody><tr><td><a href="/pawtato-land/gameplay/adventure/proving-grounds.md">Ashhound</a> encounters, Elite included</td><td>Lesser Dexterity</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/proving-grounds.md">Mossfang</a> encounters, Elite included</td><td>Lesser Agility</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/proving-grounds.md">Crazed Badger</a> encounters, Elite included</td><td>Lesser Resistance, Lesser Striking, Lesser Force</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/fishing.md">Fishing</a>, <a href="/pawtato-land/gameplay/adventure/herbalism.md">Herbalism</a>, <a href="/pawtato-land/gameplay/adventure/mining.md">Mining</a> and <a href="/pawtato-land/gameplay/adventure/forestry.md">Forestry</a> spots</td><td>Luck</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/dungeons.md#completion-reward">Withered Shrine</a> completion reward</td><td>Lesser Speed</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/dungeons.md#completion-reward">Abandoned Mineworks</a> completion reward</td><td>Lesser Precision</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/dungeons.md#completion-reward">Hallow Maw</a> completion reward</td><td>Resistance, Lesser Magic Penetration</td></tr><tr><td><a href="/pawtato-land/gameplay/adventure/dungeons.md#completion-reward">Broodmother's Lair</a> completion reward</td><td>Preparation, Resilience, Rush</td></tr></tbody></table>

All of them are rare finds. Higher-level and Elite encounters drop their formulas more often than the weaker ones.

## Enchanting

1. Open the **Enchant** tab and click **Select Equipment**. The picker lists your equipment — except Pets, Mounts and anything listed or being repaired — with the items your active Hero is wearing first.
2. Click **Select Enchantment** and choose one of the enchantments you know that fits the item. If none of them fits the item's slot, the slot reads **No enchantments available** and stays inactive.
3. Check the item's **Current Enchantment** next to the **New Enchantment**, and the materials it costs.
4. Optionally add a **donation** (see below), then press **Enchant**. The button shows the exact success chance.

The chance depends on the **rarity of the item**: the higher the rarity, the harder it is to enchant. Every rarity, Mythic included, can be enchanted.

* The **materials are spent on every attempt**, whether it succeeds or fails.
* A **success** replaces whatever enchantment the item had.
* A **failure** keeps the old enchantment.
* You can't apply the enchantment an item already carries.

{% hint style="success" %}
**A donation guarantees success.** You can add **one** donation to an attempt — either **TATO** or **Divine Favor Tokens**, never both — and the enchantment is certain to land. The donation grows with the item's rarity; the TATO amount also scales with the live TATO price and is shown in-game. Like the materials, the donation is spent with the attempt.
{% endhint %}

**Which balance pays.** Materials and donations are taken from your whole balance, **soulbound share first**, then the sellable part. This holds for every item, so soulbound materials can enchant tradeable gear too.

{% hint style="info" %}
**Glyph of Enchanting.** With a [Glyph of Enchanting](/pawtato-land/gameplay/tools/miscellaneous-tools.md) equipped, the Enchanter raises the base success chance on its own; the higher the Glyph's rarity, the bigger the boost. Each attempt it boosts costs the Glyph **10 Energy**, even if the enchantment fails. A Mythic Glyph never spends Energy. If the Glyph alone already makes success certain, the donation options are hidden and nothing is donated. The Glyph's Energy bar shows at the top of the Enchanter.
{% endhint %}

### What can't be enchanted

* **Tutorial starter gear**.
* Items **listed on the marketplace** or **being repaired**.
* Items worn by a Hero who is **in a dungeon**, **on an assignment**, **on Patrol**, **on cooldown** or **listed on the marketplace** — enchanting changes the Hero's stats, so it is locked whenever switching equipment is.

An item's enchantment shows on its tooltip as **Enchantment: …**.

## Disenchanting

Disenchanting **destroys an item** and returns enchanting materials. It lives in the item's detail view, beside Salvage:

1. Open your **Backpack** and click the item, then click **Details**.
2. Scroll to the **Disenchant** card. It lists the materials the item returns, and the bonus material it may add on top.
3. Press the red **Disenchant** button and confirm.

Unlike [Salvaging](/pawtato-land/gameplay/crafting/salvaging.md), disenchanting needs no Glyph of Recycling, and Mythic items can be disenchanted. What you get depends on the item's **rarity**, **level requirement** and **slot**:

* **Common** items can't be disenchanted, and neither can an item whose combination has no disenchanting loot — the Disenchant card tells you so.
* The item must be **unequipped**, not **listed on the marketplace**, not **being repaired**, and have **no socketed Gemstones**. Tutorial starter gear can't be disenchanted.
* Materials from a **soulbound** item are soulbound (non-sellable), and the Disenchant card marks them with a purple border.

An equipped [Glyph of Enchanting](/pawtato-land/gameplay/tools/miscellaneous-tools.md) raises the chance of the **bonus material**. It spends **10 Energy** only on an item that has a bonus material to boost; a Mythic Glyph never spends Energy.

### Enchanting materials

The six enchanting materials are tradeable and sit in the **Materials** tab of your Backpack. The rarer the item you break down, the rarer the materials:

<table><thead><tr><th width="220">Material</th><th>Comes from</th></tr></thead><tbody><tr><td><strong>Arcane Powder</strong></td><td>Most disenchanted items — the everyday material</td></tr><tr><td><strong>Runic Fragment</strong></td><td>Most disenchanted items</td></tr><tr><td><strong>Small Radiant Shard</strong></td><td>Rare and Epic items; now and then an Uncommon weapon</td></tr><tr><td><strong>Pure Essence</strong></td><td>Epic, Legendary and Mythic items</td></tr><tr><td><strong>Primal Ether</strong></td><td>Legendary and Mythic items</td></tr><tr><td><strong>Eternal Spark</strong></td><td>Mythic items</td></tr></tbody></table>

{% hint style="warning" %}
**An enchantment never carries over.** It is lost when its item is salvaged, disenchanted, or burned in a [Charm Shuffle](/pawtato-land/gameplay/buildings/casino.md) or an [Altar](/pawtato-land/gameplay/buildings/altar.md) Charm upgrade. The game warns you before any of these goes ahead.
{% endhint %}
