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Ss enchanter

A typical selected Enchanter.

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 enchantments, in addition to its original stats. Each enchanter has a maximum number of enchantments they can add to any item.
    • For example, an enchanter with a maximum of 2 enchantments can only add an enchantment to an item that currently has fewer than 2 enchantments on it.
  • 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 enchantments.
  • Each enchantment costs gold, and the cost escalates based on item quality, enchanting NPC and the number of enchantments on the item. See the Enchantment Price Calculator for more details.
  • There is no chance of accidentally wiping enchantments. If you wish to free up an item's enchantment slots, you may pay an enchanter to remove all its existing enchantments. Only added enchantments 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 enchantments and an extremely low cost to remove existing enchantments.
  • There is a Grand Master Enchanter with a maximum of 4 enchantments who also removes existing enchantments 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

Icons enchanter
Note: Wandering Enchanter locations may be entirely random.
Name Abilities Location
Apprentice Enchanter Malo Standard
Maximum enchantments: 1
Rufio the Enchanter Standard
Maximum enchantments: 2
Tulio the Enchanter Standard
Maximum enchantments: 2
Shemp the Enchanter Standard
Maximum enchantments: 2
Greezo the Enchanter

Armor:

  • +3% to Random Element Damage
  • 1% to All Damage
  • +4-6 Mana
  • +76-119 Health
  • +6-8 Random Attribute bonus
  • +29 Health/sec for every monster within 3 meters (chest)
  • +2.1 Mana/sec for every monster within 6 meters (helm)
  • +6.2 Health regen per second
  • .5 Mana recovery per second (shoulders)
  • +5% Pet and minion Health
  • +5% Pet and minion Damage (not helm or shoulders)
  • +12 Physical armor
  • +2% Chance to block

Weapons:

  • +15 Knockback

Maximum enchantments: 3

Garbahd the Enchanter

Enchants with unique abilities. All Items:

  • Charge rate increased by 7% (initially; +6% subsequently)

Armor:

  • Random Element Damage Taken is reduced by 4%
  • +4% Dodge chance
  • +7% Melee Weapon Damage bonus (necklace, ring, belt)
  • +7% Ranged Weapon Damage bonus (necklace, ring, belt)
  • +7% Wand and Staff Damage bonus (necklace, ring, belt)
  • -5 ~ -12 to all item character stat requirements (helmet, gloves)
  • 4.1% faster movement speed (leggings, boots) (+4.1% each time it is stacked)

Weapons:

  • Conveys (item level based and random) Element Damage over 8 seconds
  • +31-32% Damage to secondary targets (melee except claw, staff)
  • 7% Damage bonus when dual-wielding (one handed)
  • 8% reduction in Fumble Chance
  • 3% chance to cast Call Forth the Skull on kill
  • Conveys 6.1%~6.3% chance to immobilize Target for 6 seconds (ranged except pistol, wand)
  • Charge rate increased by 7%

Maximum enchantments: 2 (Enchantments are always 'powerful'.)

Vaneez the Poisoner

Enchants Items With Poison
Armor:

  • Poison Armor
  • Poison Damage Reflected
  • +% to Poison Damage

Weapons:

  • Poison Damage
  • Conveys X Poison damage over 5 seconds
  • 5% chance to Poison

Maximum enchantments: 2

Farquez the Assassin

Enchants Items With Poison
Armor:

  • Poison Armor
  • Poison Damage Reflected
  • +% to Poison Damage
  • Poison Damage taken is reduced by X%

Weapons:

  • Poison Damage
  • Conveys X Poison damage over 5 seconds
  • 5% chance to Poison

Maximum enchantments: 3

Random locations:

Weighted chance: 30[1]

Mooritz of the Desert

Enchants Items With Fire
Armor:

  • Fire Armor
  • Fire Damage Reflected
  • +% Fire Damage
  • Fire Damage taken is reduced by X%

Weapons:

  • Fire Damage
  • Conveys X Fire damage over 5 seconds
  • 5% Chance to Burn

Maximum enchantments: 3

Random locations:

Weighted chance: 30[1]

Panosh of the North

Enchants Items With Ice
Armor:

  • Ice Armor
  • Ice Damage Reflected
  • +% Ice Damage
  • Ice Damage taken is reduced by X%

Weapons:

  • Ice Damage
  • Conveys X Ice damage over 5 seconds
  • 5% Chance to Freeze

Maximum enchantments: 3

Random locations:

Weighted chance: 30[1]

Telsor of the Storm

Enchants Items With Electricity
Armor:

  • Electric Armor
  • Electric Damage Reflected
  • +% Electric Damage

Weapons:

  • Electric Damage
  • Conveys X electric damage over 5 seconds
  • 5% Chance to Shock

Maximum enchantments: 3

Random locations:

Weighted chance: 30[1]

Filip the Lucky

Enchants Items With Luck
Armor:

  • X% increase in the amount of experienced gained (2% initially and 1% subsequently; Powerful Enchantment bestows 5% initially and 4% subsequently)
  • X% increase in magic-finding Luck (2% initially and 1% subsequently; Powerful Enchantment bestows 4% initially and 3% subsequently)
  • X% increase in the amount of gold found (5% initially and 4% subsequently; Powerful Enchantment bestows 13% initially)
  • X% reduction in Fumble Chance (Armor - 4% initially; Powerful Enchantment bestows 9% initially)

Weapons:

  • X% increase in the amount of experience gained (2% initially and 1% subsequently; Powerful Enchantment bestows 5% initially and 4% subsequently)
  • X% increase in magic-finding Luck (2% initially and 1% subsequently; Powerful Enchantment bestows 5% initially and 4% subsequently)
  • X% increase in the amount of gold found (5% initially and 4% subsequently; Powerful Enchantment bestows 13% initially)
  • X% reduction in Fumble Chance (Weapon - 8% initially)
  • X% critical hit chance**
  • X% bonus to critical damage**

** Filip no longer provides these enchantments (verified Oct 2015).

Maximum enchantments: 3

Random locations:

Weighted chance: 30[1]

Borris the Stout

Enchants Items With Attributes
All items:

  • X Random Attribute boost (bonus scales with "Item Level")

Maximum enchantments: 3

Random locations:

Weighted chance: 30[1]

Jurick the Socketer

Adds Sockets To Items

Maximum sockets per item: 2

Random locations

Weighted chance: 15[1]

Fondo the Master

Master Enchanter
Weapon:

  • 3% to Random Element Damage
  • + Random Elemental Damage
  • HP/MP Steal
  • 5% Stun
  • +10% Bonus to Critical Damage
  • +5% Chance to Execute
  • 1% to Critical Chance
  • 1%-2% All Damage
  • 1% Full Heal on Kill
  • +2% attack speed
  • +6 physical damage
  • +7 physical damage
  • +3% damage bonus when dual-wielding
  • Conveys X physical damage over 5 seconds
  • Conveys Silence for 1 second
  • -X to all armor per hit
  • +15% damage to secondary targets
  • +2% Cast Speed (Staff, ?)

Armor:

  • 1% Increase in magic-finding Luck
  • 2% Increase in magic-finding Luck (Belt, ?)
  • 1-2% Increase in the amount of Gold found
  • +2-3% (Random Element) Damage
  • +4 Ice Damage
  • +3 Physical Armor
  • +3 Electric Armor
  • 2% (Random Elemental) Negation
  • 2% Damage Negation
  • +2 Dexterity Attribute Bonus
  • +2 Focus Attribute Bonus
  • + (Random Attribute bonus)
  • +3/4/X? to Mana (Gloves, Belt, ?)
  • +3% to Mana
  • +0.3 Mana recovery per second (Gloves, ?)
  • +18-50 to Health (Gloves, Belt, ?)
  • +1.8-2.2 Health recovery per second (Gloves, ?)
  • +(?) (Random Elemental) Armor
  • +(?) Physical Damage Reflected
  • ?% Summon Shadowling
  • HP/MP Recovery in Proximity (<3m) (chest for HP, helm for MP)
  • 5% Stun
  • 5% Full Heal on Kill (Necklace Only)
  • 1% Full Heal on Hit by Enemy (Necklace Only)
  • +5% pet and minion Damage (Gloves, Belt, Chest, Pants)
  • +5% pet and minion Health (Gloves, Belt, Chest, Pants)
  • +2% cast speed (Gloves, Helmet, Chest)
  • +1/+2% chance to block (shield only)

Maximum enchantments: 3

Random locations:

Weighted chance: 100[1]

Karkozi the All-Powerful

Grandmaster Enchanter

Weapon:

  • +15 Knockback (bow, ?)
  • Conveys 5% chance of 66% Blindness for 4 seconds (bows, ?)
  • Conveys 2% chance that target flees for 3 seconds (staves, ?)
  • Conveys 5% chance to Stun target for 2 seconds (staves, ?)
  • Conveys Silence for 1 second (melee weapons)
  • Conveys X Physical Damage over 5 seconds (claws, axes, ?)
  • +15% Damage to secondary targets (melee weapons with splash)
  • +4% Damage bonus when dual wielding (one-handed weapons)
  • +5% chance to execute (one-handed weapons)
  • +X Physical Damage (physical weapons)
  • +X Ice/Fire/Electric/Poison Damage (elemental weapons, that is, wands and staves)
  • +2.1% Attack Speed (physical weapons?)
  • +3% Cast Speed (staff, ?)
  • +2% to All Damage (staff, ?)
  • +3% to Fire/Ice/Electric/Poison Damage (staff, ?)
  • 1% chance to cast Fully Heal Self on kill (claws, axes, ?)
  • +1% Critical Hit Chance
  • 10% bonus to Critical Damage (claws, axes, ?)
  • 3% reduction in Fumble chance
  • +X Physical Damage (physical weapons)
  • +X Ice/Fire/Electric/Poison Damage (elemental weapons)
  • -X to All Armor per hit

Armor:

  • 1~2% increase in magic finding luck (helms, necklaces)
  • 1% increase in experience gained (helms, gloves, ?)
  • 1~2% increase in the amount of gold found (2% only seen for belts)
  • +3% Cast Speed [+2% for 2nd enchant] (helms, gloves, chest armors. +3% initially)
  • +5% pet and minion Damage (gloves, chest armors, leggings, belts)
  • +5% pet and minion Health (gloves, chest armors, leggings, belts)
  • 10% Knock Back Resistance (shields, shoulder armors, shoes)
  • -1.5% Physical Damage Taken for each monster within 3m (shields, shoulder armors)
  • -1% All Damage Taken for each monster within 3m (necklaces, belts)
  • Ice/Fire/Electric/Poison Damage Taken is reduced by 2% (necklaces, belts)
  • 1% chance to cast Fully Heal Self when you get hit (necklace)
  • 5% chance to cast Fully Heal Self on kill (necklaces)
  • +1% to All Damage (necklaces, rings)
  • +2~3% to Ice/Fire/Electric/Poison Damage (necklaces, rings)
  • +2% chance to block [1% for 2nd enchant] (shields)
  • 6% chance to reflect missiles at 50% weapon DPS (shields)
  • +X Ice/Fire/Electric/Poison Damage (necklace, ?)
  • X Physical Damage Reflected (helms, gloves, chest armors, shoulder armors, leggings, shoes, ?)
  • +X Health/sec for every monster within 3 meters (gloves, chest armors, ?)
  • +X Mana/sec for every monster within 3 meters (helms, rings, ?)
  • +X Health recovery per second (gloves, chest armors, leggings, belts, ?)
  • +X Mana recovery per second (helms, gloves, chest armors, shoulder armors, ?)
  • +X to Physical Armor (helms, gloves, chest armors, shoulder armors, leggings, shoes)
  • +X to Ice/Fire/Electric/Poison Armor (belts, necklaces, rings)
  • +X Health
  • +X Mana
  • +X Strength/Dexterity/Focus/Vitality Attribute bonus

Maximum enchantments: 4
Free Disenchantment

Random locations:

Weighted chance: 10[1]

External links

Notes

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Weight is the relative chance for each enchanter to appear. For example, a unit with weight 100 is ten times more likely appear than a unit with weight 10. Weight data is found in the game file "/SPAWNCLASSES/ENCHANTERS_RANDOM.DAT"

Gallery

Torchlight II Items
Armor BeltsBootsChest ArmorGlovesHelmetsLeggingsShieldsShoulders
Trinkets NecklacesPet CollarsPet TagsRings
Melee Weapons AxesFist WeaponsGreat WeaponsMacesPolearmsStavesSwords
Ranged Weapons BowsCannonsCrossbowsPistolsShotgonnesWands
Consumables FishGemsPotionsScrollsSpells
Categories Armor CollectionsEnchantingItem QualityLegendariesSets
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