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Overview[ | ]

Enchantments and Runestones are magic stones that can be placed in slots on equipment or companions and they grant additional stats and effects depending on the rank and type of stone. Enchanting an item is done with an Enchantment and enchanting a companion is done with a Runestone. Stones are obtained as loot, as rewards for zone events and purchased from Astral Diamond merchants or the Auction House.

All normal stones are ranked from 1 to 10 and all epic stones ranked as Shards, Lesser, Normal, Greater and Perfect.

Enchantments have a round shape and Runestones are hexagonal.

Enchantment Icon Gallery[ | ]

Enchanting/Gallery

Usage[ | ]

Slots[ | ]

The weapon and armor enhancement can only be slotted into either the weapon enhancement slot of weapon or the armor enhancement slot of a body armor. The weapon and armor enhancement slot is the pink colored slot. Weapon or armor enhancements will not fit into ordinary enchantment or runestone slots.

  • Defense Slots typically occur on Armor, Waist, Pants and Ring equipment.
  • Offense Slots typically occur on Shirt, Neck, Ring, Main Hand and Off Hand equipment.
  • Utility Slots typically occur on Head, Arms and Feet equipment.
  • Weapon Enhancement Slots occur only on Main Hand equipment.
  • Armor Enhancement Slots occur only on Armor equipment.
Weaponenhancementslot

Offense Slot and Weapon Enhancement Slot

Armorenhancementslot

Armor Enhancement Slot and Defense Slot

Enchanting[ | ]

Enchant Item[ | ]

To enchant an item it needs an enchantment slot. There are two ways of enchanting. Both starts with Right clicking the item, select Enchant Item... Then you can either drag and drop a stone from Inventory or click Slot button to select from a list. Then click Enchant. A dialog will warn you of the cost (in Astral Diamonds) that you will have to pay if you later decide to Unbind (Remove into your Inventory) the stone from the slot.

Note: You can drag and drop a new stone over an occupied slot, this destroys and replaces the original stone that is placed in a slot. This saves you a lot of AD spent on Unbinding.

Note: It should be mentioned that Enchantments stored in the bank can still be added to items, even though they are not in your inventory.

F enchantment01

1. Click on the item button and select Enchant Item

F enchantment03

2a. Click on slot button and select an enchantment or
2b. Drag an enchantment to the slot

F enchantment04

3. Click on the Enchant button

F enchantment05

4. Click on the Ok button

Enchant Companion[ | ]

Each Companion has three Runestone slots which unlock at Lvl 1, Lvl 5 and Lvl 15. To enchant a companion open the companion window (=) and drop a Runestone into one of its slots.

Companion slots
Companionexample02

Unbinding[ | ]

Unbinding a stone from a slot returns the stone to your inventory. Bring up the Item Menu on item with stone and select Enchant Item... . Left-click a stone in a slot to bring up Unbind button. Press Unbind button to bring up confirmation dialog. Press Remove to pay the AD cost and unbind stone.

Unbindcost

Press Remove to pay the AD price and Unbind stone

Unbinding costs Astral Diamonds, and the cost varies depending on the rank of the stone and value/level of the item.

Stone Rank AD Cost
2 1,500-4,000
3 5,000-12,000
4 13,000-20,000
5 ~53,000
6 ~84,000
7 ~125,000
8 ~180,000
9 ~245,000
10 ?
Epic Stone Rank AD Cost
lesser ~125,000
normal ~178,000
greater ~326,000
perfect ~326,000

Fusion[ | ]

You can create a higher rank stone if you have four stones of the same rank and type. You right click on the stone stack in your Inventory and left click "Fuse into greater...".

Item Menu
Fusion02

RMB click the stack of stones, then LMB "Fuse into greater..." or Double Click

Fusion dialog window
Fusion01

In the Fusion Dialog you then click Fuse.

There is a chance of failure when fusing depending on the rank of the stone that will be created. If a fusion fails one stone is destroyed.

Note: See Wards for protection of stones.

Stone Rank Fuse success %
1-­­>2 95%
2-­­>3 90%
3-­­>4 80%
4-­­>5 60%
5-­­>6 40%
6-­­>7 30%
7-­­>8 25%
8-­­>9 20%
9-­­>10 ?%

Wards[ | ]

Wards are used to guarantee fusion success, or to keep you from losing a stone if you fail the fusion process. They are found in Resource Chests and purchased in the Zen Market or with AD in the Auction House.

Preservation Ward protect the stones from fusion failure and are only consumed if the fusion fails. They cost 100 Zen for 10 and can be bought without visiting Zen market within the Fusion dialog or with AD in the Auction House.

Coalescent Ward 100% guarantees the success of the fusion . You can buy them with Zen or with AD in the Auction House or use Invocation for 7 days then turn those Celestial coins in for a chest which has a small chance to give you the ward.

Fusion dialog window
Ward01

Using Wards.


PreservationWardOverview

CoalescentWardOverview

Enchantments[ | ]

Enchantments will grant a bonus depending on the type of slot it is placed into and there are five types of slots: Offensive, Defensive, Utility, Weapon and Armor.

Normal Enchantments[ | ]

Image Nom Slot Effets Grade 1 Grade 2 Grade 3 Grade 4 Grade 5 Grade 6 Grade 7 Grade 8 Grade 9 Grade 10
E azure base Azure Utilitaire Gain d'expérience 3% 3.5% 4% 4.5% 5% 5.5% 6% 7% 8% 8.5%
Attaque Frappe critique 20 40 65 90 120 150 185 220 260 300
Défense Défense 20 40 65 90 120 150 185 220 260 300
E dark base Sombre Utilitaire Mouvement 20 40 65 90 120 150 185 220 260 300
Attaque Neutralisation d'armure 20 40 65 90 120 150 185 220 260 300
Défense Drain de vie 20 40 65 90 120 150 185 220 260 300
E silvery base Argenté Utilitaire Gain de Gloire 3% 3.5% 4% 4.5% 5% 5.5% 6% 7% 8% 8.5%
Attaque Rétablissement 20 40 65 90 120 150 185 220 260 300
Défense Déviation 20 40 65 90 120 150 185 220 260 300
E radiant base Radiant Utilitaire Gain d'or 3% 3.5% 4% 4.5% 5% 5.5% 6% 7% 8% 8.5%
Attaque Puissance 20 40 65 90 120 150 185 220 260 300
Défense Points de vie max 80 160 260 360 480 600 740 880 1040 1200

Note: The image is for the lesser version, higher ranks add flair to this base look

Epic Enchantments[ | ]

Epic stones are ranked Lesser, "Normal", Greater and Perfect.

Shards are fragments of Epic stones that can be fused into Lesser stones when you have four of them.

Shards drop from the Epic dungeons. They drop as a Rare (Blue) Shard of _____. It takes four Shards of the same type to fuse into a Lesser ____ Enchantment. You can then fuse four of the "Lesser's" into a "Normal", then four "Normal's" into a "Greater" and finally four "Greater's" into a "Perfect". Each of these fusions has a very low chance of success.

Both Weapon and Armor enchantments have a specific symbol that is shared with the shards. All Armor Enhancement have a square outer border while all Weapon Enhancements have a diamond border.

Note: Save AD/ Zen for the [Coalescent Ward], this ward guarantees a 100% successful fusion.

Weapon Enchantments[ | ]

Weapon enchantments grant special effects and powers not covered by the standard enchantments. They are used in high level equipment with a weapon enchantment slot.

Image Name Rank Effect
Ep bilethorn lesser base Bilethorn Lesser +3.8% Poison damage. Additional 6.5% Poison damage after 4s.
Normal +5.2% Poison damage. Additional 8.1% Poison damage after 4s.
Greater +6% Poison damage. Additional 11% Poison damage after 4s.
Perfect +7.5% Poison damage. Additional 16% Poison damage after 4s.
Ep flaming lesser base Flaming Lesser +6% Fire damage. Burn 2% of weapon damage every seconds for 3s, stacks 3 times.
Normal +7.5% Fire damage. Burn 2.5% of weapon damage every seconds for 3s, stacks 3 times.
Greater +10% Fire damage. Burn 3.5% of weapon damage every seconds for 3s, stacks 3 times.
Perfect
Ep frost lesser base Frost Lesser +5.5% Cold damage . Reduce foes recovery by 13% for 4s once per 20s.
Normal +6.9% Cold damage . Reduce foes recovery by 17% for 4s once per 20s.
Greater +9.6% Cold damage . Reduce foes recovery by 20% for 4s once per 20s.
Perfect
Ep holyavenger lesser base Holy Avenger Lesser +9.4% Radiant damage. 5% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Normal +13% Radiant damage. 10% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Greater +15% Radiant damage. 15% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Perfect +19% Radiant damage. 20% per swing to improve allies Damage resistance 15% for 10s once every 60s.
Ep lifedrinker lesser base Lifedrinker Lesser +4.4% Necrotic damage then heal yourself for that amount.
Normal +6.1% Necrotic damage then heal yourself for that amount.
Greater +7% Necrotic damage then heal yourself for that amount.
Perfect +8.8% Necrotic damage then heal yourself for that amount.
Ep lightning lesser base Lightning Lesser +10% Lightning damage. 50% for 0 chains.
Normal +12% Lightning damage. 50% for 1 chains.
Greater +18% Lightning damage. 50% for 2 chains.
Perfect +20% Lightning damage. 50% for 3 chains.
Ep plaguefire lesser base Plague Fire This enchant comes from Lockboxes. There is a chance that it can also be a very rare drop.
Lesser +3.5% Fire damage. Burn for 1.2% damage per second for 3s and reduce def by 5%, can be stacked 3 times.
Normal +5.5% Fire damage. Burn for 1.8% damage per second for 3s and reduce def by 10%, can be stacked 3 times.
Greater +7.5% Fire damage. Burn for 2.5% damage per second for 3s and reduce def by 15%, can be stacked 3 times.
Ep vorpal lesser base Vorpal Lesser +12% critical severity. (Critical Severity increases damage done on critical hits.)
Normal +25% critical severity. (Critical Severity increases damage done on critical hits.)
Greater +38% critical severity. (Critical Severity increases damage done on critical hits.)
Perfect +50% critical severity. (Critical Severity increases damage done on critical hits.)

Note: The Plague Fire Enchantment does not have a perfect rank. (confirmed: 2013-05-23). This is also confirmed via the Game Files.

Note: Normal's have no prefix in-game but the prefix Normal is used to differentiate between ranks of stones and avoid confusion.

Armor Enchantments[ | ]

Image Name Rank Effect
Ep bloodtheft lesser base Bloodtheft Lesser When below 50% Health 5% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Normal When below 50% Health 10% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Greater When below 50% Health 15% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Perfect When below 50% Health 20% chance when hit to deal Necrotic damage and heal for that amount once every 60s. Damage is Level based.
Ep briartwine lesser base Briartwine Lesser Reflect 2% of damage back at attacker.
Normal Reflect 2,8% of damage back at attacker.
Greater Reflect 3,2% of damage back at attacker.
Perfect Reflect 4% of damage back at attacker.
Ep fireburst lesser base Fireburst Lesser On receiving damage 5% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Normal On receiving damage 10% chance to release Fireball at attacker that damages all near it once every 60s. Damage is Level based.
Greater
Perfect
Ep frostburn lesser base Frostburn Lesser On receiving damage 5% chance to deal Frost damage and reduce foes recovery 15% for 4s once every 60s.
Normal On receiving damage 10% chance to deal Frost damage and reduce foes recovery 20% for 4s once every 60s.
Greater On receiving damage 15% chance to deal Frost damage and reduce foes recovery 25% for 4s once every 60s.
Perfect
Ep negation lesser base Negation Lesser On receiving damage 5% chance to increase your damage resistance by 10% for 4s once every 60s.
Normal On receiving damage 10% chance to increase your damage resistance by 15% for 5s once every 60s.
Greater On receiving damage 15% chance to increase your damage resistance by 20% for 6s once every 60s.
Perfect On receiving damage 20% chance to increase your damage resistance by 25% for 7s once every 60s
Ep soulforged lesser base Soulforged Lesser When below 25% Health upon receiving damage 2s damage immunity once every 60s.
Normal When below 25% Health upon receiving damage 3s damage immunity once every 60s.
Greater When below 25% Health upon receiving damage 4s damage immunity once every 60s.
Perfect
Ep thunderhead lesser base Thunderhead Lesser On receiving a critical strike 10% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
Normal On receiving a critical strike 20% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
Greater On receiving a critical strike 30% chance to deal Lightning damage and stun nearby foes once every 60s. Damage is Level based.
Perfect

Note: The image is for the lesser version, higher ranks add flair to this base look

Miscellaneous Enchantments[ | ]

Brilliant Energy Enhancement Brilliant Energy Normal 30% chance to deal 12.5% of weapon damage as Radiant damage with every strike.
This damage ignores half of the targets damage resistance.

Note: The Brilliant Energy Enchantment comes with the level 60 Delzoun Epic Weapon Chest from the Hero of the North founders pack.

Note: The Brilliant Energy Enchantment only have one Tier.

Note: The Brilliant Energy Enchantment only works with weapon enchantment slots.

Ep tenebrous lesser base Tenebrous Lesser When striking a foe you have a chance to deal 1% of current Hit points as Necrotic damage.
Normal When striking a foe you have a chance to deal 2% of current Hit points as Necrotic damage.
Greater When striking a foe you have a chance to deal 3% of current Hit points as Necrotic damage.

Note: Multiple Tenebrous enchantments stack.

Note: The Tenebrous enchantment has a 10 second internal cooldown and 100% chance to trigger if not on cooldown.

Note: the Tenebrous enchantment only works with offensive slots.

Note: The image is for the lesser version, higher ranks add flair to this base look.

Runestones[ | ]

Runestones are augments for Companions. Each Companion has three Runestone slots which unlock at Lvl 1, Lvl 5 and Lvl 15. Runestones can give an Offense or Defense bonus. The type of bonus is determined by the type of slot in the companion it is placed in.

Normal Runestones[ | ]

Image Name Slot Enhancement Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6 Rank 7 Rank 8 Rank 9 Rank 10
R arcane base Arcane Offense Recovery 20 40 65 90 120 150 185 220 260 300
Defense Deflection 20 40 65 90 120 150 185 220 260 300
R eldritch base Eldritch Offense Armor Penetration 20 40 65 90 120 150 185 220 260 300
Defense Owner gets % of pet's stats 2% 4% 5% 6% 7% 8% 8.5% 9% ? ?
R empowered base Empowered Offense Power 20 40 65 90 120 150 185 220 260 300
Defense +Max Hit Points 80 160 260 360 480 600 740 880 1040 1200
R profane base Profane Offense Critical Strike 20 40 65 90 120 150 185 220 260 300
Defense Defense 20 40 65 90 120 150 185 220 260 300
R training base Training Offense +% Experience Gain 1% 2% 2.5% 3% 3.5% 3.9% 4.2% 4.5% 4.8% 5%
Defense +% Experience Gain 1% 2% 2.5% 3% 3.5% 3.9% 4.2% 4.5% 4.8% 5%

Epic Runestones[ | ]

Image Name Rank Effect
Ep indomitable lesser base Indomitable Lesser Pets power that target foe deals +10% physical damage over 3s.
Normal Pets power that target foe deals +20% physical damage over 3s.
Greater Pets power that target foe deals +30% physical damage over 3s.
Note: Should say 30%. (Does it work correctly, is just the text wrong?)
Perfect

Note: The image is for the lesser version, higher ranks add flair to this base look

Note: Perfect can not be made currently. 24 June 2013"

Strategy/Notes[ | ]

Up to lvl 35 you will only find lots rank 1,2 and a few 3 Runestones. If you collect all Skill nodes you find you will be able to fuse to a handful of rank 4 now. The stones take a lot of space in bags so just sell of all 1 and don't feel guilty about it if you need the space. You can generally find enough rank 2/3 to continuously slot your randomly found equipment while still building up a supply to save. You will upgrade equip regularly so just Enchant whatever you have at the moment with free slots and sell it 5-10 lvls later without unbinding. Remember that you also can buy good high rank runestones at Auction House quite cheap if you don't want to drag around stones waiting to fuse them.

Up to lvl 45 you still only find lvl 2 and 3 mostly and occasionally some rare 4.

At level 60 in epic dungeons you'll find a fairly even mix of rank 3s and 4s. Rank 5 never drop anywhere in the game except from non-repeatable quests rewards and lock boxes which require zen to open. Thus 99% of what makes up rank 5 and higher are fusion of rank 4s. Due to this:

Due to this it's generally wise to slot your first set of decent gear with only rank 4/5s, while saving up to eventually slot 7-9s depending on your patience. (PVP gear is generally the easiest and best to get first - even if you don't pvp - cheap via the auction house, so slotting it only to eventually sell it isn't too bad.)

Gallery[ | ]

Enchanting Gallery can be found Enchanting/Gallery. This has all images for Enhancement, Enchanting, Runestone, Grey, HotN, etc. and every rank.

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