Enchantments in Wizard Alchemy are wand modifiers that slot onto your weapon and stay there, pushing stats like crit rate, elemental damage, alchemy luck, and cooldown reduction. There are 12 distinct enchantments, each scaling from tier I to tier V, and every roll at the enchanting table costs one Enchanted Stone. Rolls are random, so the practical play is to farm stones in bulk before sitting down to gamble.

Every enchantment and what it does
The 12 enchantments split into three rough categories: utility (Luck, Swift, Staying Calm), raw combat (Fatal, Critical Hit, Magic), and elemental damage (Blazing Fire, Thunder, Shadow, Holy Light, Tides, Ice). Blazing Fire scales noticeably harder than the other elements, topping out at 40% versus the standard 20%. Luck and Staying Calm both peak at 50%, making them the highest-percentage non-elemental options.
| Enchantment | Effect | Tier I | Tier V |
|---|---|---|---|
| Luck | Alchemy Luck | +10% | +50% |
| Staying Calm | Cooling Shrinkage | +10% | +50% |
| Swift | Movement Speed | +5% | +25% |
| Fatal | Critical Damage | +5% | +25% |
| Critical Hit | Crit Rate | +5% | +25% |
| Blazing Fire | Fire Damage | +8% | +40% |
| Thunder | Thunder Damage | +4% | +20% |
| Shadow | Dark Damage | +4% | +20% |
| Holy Light | Light Damage | +4% | +20% |
| Tides | Water Damage | +4% | +20% |
| Ice | Ice Damage | +4% | +20% |
| Magic | Attack Boost | +2% | +10% |
Each tier between I and V adds a flat increment of the same stat, so a Luck III roll is exactly 30% alchemy luck, not a multiplier of lower tiers. Magic is the weakest combat option on paper at 10% maxed, since elemental enchantments outscale it once you commit to a spell type.

How to enchant a wand
The enchanting table sits on a small island near the Sea of Oblivion. You need at least one Enchanted Stone and a wand equipped before interacting with it.
Step 1: Travel to the small island next to the main Sea of Oblivion area and locate the enchanting table.
Step 2: Equip the wand you want to enchant, then walk up to the table and hold E to open the interface.
Step 3: Press confirm to spend one Enchanted Stone. The roll is fully random across both enchantment type and tier, so save stones in bulk before committing.

Where to get Enchanted Stones
Stones are the bottleneck for the entire system, since every roll consumes one. There are five reliable sources, ranging from passive overworld farming to guaranteed quest rewards.
| Source | Reliability | Notes |
|---|---|---|
| Enchanted Sword Ferns | Repeatable, drop-based | Scattered across the lava island. Higher HP than standard mobs, but they respawn. |
| Harryint boss quest | Guaranteed per completion | Defeat the lava golem for a confirmed stone reward. |
| Mutant enemies | Low chance | Includes the Mutant Iron Axe Orc and similar elite mobs. |
| Chests | Rare drop | Specific chests across the map can roll stones as loot. |
| Codes | One-time per code | Active redemption codes occasionally include stones. |
The Enchanted Sword Ferns are the most consistent farm because they respawn and don't require finishing a quest chain. The Harryint quest is the right choice when you want a predictable stone per run rather than relying on drop rates.

Picking enchantments for your build
Damage builds gravitate toward stacking Fatal and Critical Hit on the same wand. Fatal raises critical damage by 25% at tier V, while Critical Hit raises crit rate by the same amount, and the two compound: more crits firing at a higher damage ceiling. If you are forced to pick one to push first, prioritize Fatal for boss fights where individual hit size matters, and Critical Hit for mob farming where volume wins.
For elemental builds, Blazing Fire is the standout because its 40% peak meaningfully outscales the 20% cap on Thunder, Shadow, Holy Light, Tides, and Ice. If your kit isn't fire-based, the matching element enchantment still beats Magic's flat 10% attack boost.
Luck is the strongest non-combat pick. A 50% alchemy luck boost directly improves potion crafting outcomes and material drops, which matters if your priority is brewing higher-tier spells like Night Wraith or Frost Thorns rather than pure damage. Staying Calm at 50% cooldown shrinkage is the quiet workhorse, since shorter cooldowns translate to more spell casts per minute regardless of which element you run.
Because each roll is random, the most efficient approach is to farm 20 to 50 stones before sitting at the table, then burn them in one session, aiming for the specific enchantment you want. Spending stones one at a time invites a long string of useless rolls between the ones that actually fit your build.