Tag: rte-wysiwyg |
(→Wandering enchanters:
I found I could use the escape key to disengage from an enchanter after enchanting equipment without him then wandering off. He remains as is, arms crossed, waiting to chat.) Tags: Visual edit apiedit |
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* Wandering enchanters are capable of performing '''powerful enchantments'''. According to the 1.12 patch notes, powerful enchantments have an approximately 20% chance to occur, and they are about 50% better than normal. Reportedly, only specialist enchanters have a chance to do powerful enchantments; the Master and Grand Master enchanters don't. |
* Wandering enchanters are capable of performing '''powerful enchantments'''. According to the 1.12 patch notes, powerful enchantments have an approximately 20% chance to occur, and they are about 50% better than normal. Reportedly, only specialist enchanters have a chance to do powerful enchantments; the Master and Grand Master enchanters don't. |
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* After doing business with a wandering enchanter, they will begin to walk away and will eventually disappear. It is possible to talk to them again before they leave the area. However, clicking an enchanter and placing an item in its inventory to see the price, or paying him to disenchant the item, will ''not'' make him disappear. |
* After doing business with a wandering enchanter, they will begin to walk away and will eventually disappear. It is possible to talk to them again before they leave the area. However, clicking an enchanter and placing an item in its inventory to see the price, or paying him to disenchant the item, will ''not'' make him disappear. |
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+ | * There is a way to keep the enchanter where he is even once you've done business: When the successful enchant dialogue pops up ("The enchanter performs the ancient rites on the <item> ... and adds new enchantments!") - do NOT click the green tick to close the dialogue. Instead, push the escape key and you will disengage from the enchanter while keeping the dialogue open. Once disengaged you can click the green tick to close the dialogue and the enchanter will remain with arms crossed. |
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* There is a Master Enchanter with a maximum of 3 enchants and an extremely low cost to remove existing enchants. |
* There is a Master Enchanter with a maximum of 3 enchants and an extremely low cost to remove existing enchants. |
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* There is a Grand Master Enchanter with a maximum of 4 enchants who also removes existing enchants for ''free.'' He is the only enchanter who disenchants for free. |
* There is a Grand Master Enchanter with a maximum of 4 enchants who also removes existing enchants for ''free.'' He is the only enchanter who disenchants for free. |
Revision as of 17:49, 13 September 2016
Note: Lists of locations for wandering enchanters have been moved to the talk page. If you wish to add location data, please add it there. |
Enchanting is a method to enhance pieces of equipment in Torchlight II. Enchanting works quite differently from the first game.
Basic enchanting
- Each item can only hold a limited number of enchants, in addition to its original stats. Each enchanter has a maximum number of enchants they can add to any item.
- For example, an enchanter with a maximum of 2 enchants can only add an enchant to an item that currently has fewer than 2 enchants on it (regardless of which enchansdY�)��@�in�ose enchants).
- There are multiple enchanter NPCs in the world. A basic enchanter appears in each town, but more powerful enchanters can be found elsewhere. Some enchanters specialize in certain types of enchants.
- Each enchant costs gold, and the cost escalates based on item quality, enchanting NPC and the number of enchants on the item. See the Enchant Price Calculator for more details.
- There is no chance of accidentally wiping enchants. If you wish to free up an item's enchant slots, you may pay an enchanter to remove all its existing enchants. Only added enchants can be removed; the item's original stats will not change.
Wandering enchanters
- Wandering enchanters have a random chance to appear in certain spots in the overworld or in dungeons.
- Wandering enchanters are capable of performing powerful enchantments. According to the 1.12 patch notes, powerful enchantments have an approximately 20% chance to occur, and they are about 50% better than normal. Reportedly, only specialist enchanters have a chance to do powerful enchantments; the Master and Grand Master enchanters don't.
- After doing business with a wandering enchanter, they will begin to walk away and will eventually disappear. It is possible to talk to them again before they leave the area. However, clicking an enchanter and placing an item in its inventory to see the price, or paying him to disenchant the item, will not make him disappear.
- There is a way to keep the enchanter where he is even once you've done business: When the successful enchant dialogue pops up ("The enchanter performs the ancient rites on the <item> ... and adds new enchantments!") - do NOT click the green tick to close the dialogue. Instead, push the escape key and you will disengage from the enchanter while keeping the dialogue open. Once disengaged you can click the green tick to close the dialogue and the enchanter will remain with arms crossed.
- There is a Master Enchanter with a maximum of 3 enchants and an extremely low cost to remove existing enchants.
- There is a Grand Master Enchanter with a maximum of 4 enchants who also removes existing enchants for free. He is the only enchanter who disenchants for free.
- On top of the following list of possible spawn locations, it should be noted that one of the maps for Crows' Pass has a 100% chance for any of these wandering enchanters to appear in one of 5 possible locations on that map. Given the small nature of the map, this makes for a relatively quick way to force the spawn of a particular enchanter by simply re-rolling the world until said version of the pass spawns and then checking which enchanter it loaded. The exact version of the pass you are looking for is one which leads up and which has several (lit) braziers at the start.
List of enchanters
Name | Abilities | Location |
---|---|---|
Apprentice Enchanter Malo | Standard Maximum enchantments: 1 |
Town: Estherian Enclave (after being rescued from the Slavers' Stockade) |
Rufio the Enchanter | Standard Maximum enchantments: 2 |
Town: Zeryphesh |
Tulio the Enchanter | Standard Maximum enchantments: 2 |
Town: Imperial Camp |
Shemp the Enchanter | Standard Maximum enchantments: 2 |
Town: Minehead |
Greezo the Enchanter |
Armor:
Weapons:
Maximum enchantments: 3 |
Town: The Mapworks |
Garbahd the Enchanter |
Enchants with unique abilities. All Items:
Armor:
Weapons:
Maximum enchantments: 2 (Enchantments are always 'powerful'.) |
Elemental Oasis Floor 2, after defeating the elementals (Sundered Battlefield act 3) |
Vaneez the Poisoner |
Enchants Items With Poison
Weapons:
Maximum enchantments: 2 |
The Ship Graveyard in the Salt Barrens |
Farquez the Assassin |
Enchants Items With Poison
Weapons:
Maximum enchantments: 3 |
Random locations Crows’ Pass Netherrealm (42-45), Mapworks Cursed Tombs (L56 - 65) - Floor 2
|
Mooritz of the Desert |
Enchants Items With Fire
Weapons:
|
Random locations
Floor 1 of the Bone Gallery, Floor 2 of the Forsaken Vaults, Floor 1 of Mapworks scroll at level 55-65.
|
Panosh of the North |
Enchants Items With Ice
Weapons:
Maximum enchantments: 3 |
Random locations Weighted chance: 30[1] |
Telsor of the Storm |
Enchants Items With Electricity
Weapons:
|
Random locations
Ruined Temple, 2nd floor Cursed Tombs, Crows' pass
|
Filip the Lucky |
Enchants Items With Luck
Weapons:
** Filip no longer provides these enchantments. Tested as at 6 Oct 2015. [1] Maximum enchantments: 3 |
Random locations Weighted chance: 30[1] |
Borris the Stout |
Enchants Items With Attributes
Maximum enchantments: 3 |
Random locations: Sundered Battlefield, The Rotted Path,
1st floor Cursed Tombs, 2nd floor The Forsaken Vault, 2nd floor Vyrak's Tower, Mapworks Infernal Necropolis (L105) - Floor 1, (Floor 2 ?), Mapworks Scroll (48-55)
|
Jurick the Socketer |
Adds Sockets To Items |
Random locations Fungal Caves (Middenmine) 1st floor, Plunder Cove, Frost Bitten Chasm, 1st and 2nd Floor of the Forsaken Vaults, Frostshorn Caverns 1st Floor, Rotting Crypt 1st Floor, Mapworks Scroll (48-55). Weighted chance: 15[1] |
Fondo the Master |
Master Enchanter
Armor:
Maximum enchantments: 3 |
Random locations, The Ancient Vault of Chaos, The Bone Gallary, The Forsaken Vaults Weighted chance: 100[1] |
Karkozi the All-Powerful |
Grandmaster Enchanter |
Random locations Weighted chance: 10[1] |
External links
- Enchant Price Calculator on inTorchlight.de
- Deth Guild enchanting guide
Notes
Gallery
Torchlight II Items | |
---|---|
Armor | Belts • Boots • Chest Armor • Gloves • Helmets • Leggings • Shields • Shoulders |
Trinkets | Necklaces • Pet Collars • Pet Tags • Rings |
Melee Weapons | Axes • Fist Weapons • Great Weapons • Maces • Polearms • Staves • Swords |
Ranged Weapons | Bows • Cannons • Crossbows • Pistols • Shotgonnes • Wands |
Consumables | Fish • Gems • Potions • Scrolls • Spells |
Categories | Armor Collections • Enchanting • Item Quality • Legendaries • Sets |