Enchantments and masterwork

A trophy picks the enchantment on a piece you make and a gem picks its grade. Some enchantments can only be crafted, and the best smiths make masterwork.

When you make a weapon or a piece of armour, the window's First affix and Second affix rows let you add up to two enchantments. A trophy in your bag picks what the enchantment is and a gem picks how strong. No research, no luck: the right materials make it, and a crafted enchantment is the same as one found on loot. Only the enchantments that fit the piece are offered, and not every one comes in every grade.

GradeGemTrophiesProfession levelStation rank
MinorAgate1302
LesserOnyx2553
GreaterDiamond3804
MasterworkBloodstone4955

So a town's station sets only minor enchantments; the higher grades need a player city's station of that rank. Gems come from richer rock seams (see Chopping trees and breaking rock); trophies from kills and skinning (see Fishing and skinning).

TrophyEnchantment
Ember Heart, Frost Opal, Griffin Feather, Unicorn Horn, Sunstone, Demon Ichor, Harpy Feather, Viper VenomResistance to fire, cold, lightning, magic, holy, unholy, mental or poison
Scorpion Chitin, Beetle Carapace, Golem ShardResistance to slashing, piercing or crushing
Wolf Fang; Hydra ScaleResistance to bleeding; to every element
Bear Claw, Lion Claw, Boar Tusk, Basilisk Blood, Sea Pearl; Dragon BloodStrength, Dexterity, Constitution, Intelligence, Spirit; every attribute
Troll Blood, Living Oak Sap, Moose AntlerMore health, mana or stamina
Fungal Cap, Bog Amber, Goat HornFaster health, mana or stamina recovery
Crocodile Tooth, Shark Tooth, Manticore SpikeMelee damage, maximum damage, minimum damage
Stag Antler, Rabbit PeltAttack rating, defence rating

Craft-only enchantments

Loot never carries these. Each needs the profession at 95 in any grade, its trophy, and the grade's gem and station rank (minor, lesser or greater only):

EnchantmentOnTrophyMinor, lesser, greater
BeastbaneWeaponElephant Tusk+10, 20, 30% damage to beasts
GloombaneWeaponGloomfang Fangthe same, to gloomfangs
WerebaneWeaponWerewolf Peltthe same, to were-creatures
SerpentbaneWeaponSerpent Scalethe same, to reptiles
VerminbaneWeaponScorpion Stingerthe same, to vermin and crawling things
MonsterbaneWeaponChimera Hornthe same, to chimeric monsters
DragonbaneWeaponDragon Scalethe same, to dragons
GiantbaneWeaponTitan Heartstonethe same, to giants and brutes
GravebaneWeaponTarnished Locketthe same, to the undead and spirits
DemonbaneWeaponDemon Hornthe same, to demons
StonebaneWeaponGolem Corethe same, to golems and constructs
WoodbaneWeaponEnt Barkthe same, to walking plants and fungi
SeabaneWeaponKraken Beakthe same, to creatures of the sea
SiegebreakerWeaponRhinoceros Horn+25, 50, 75% damage to buildings and siege engines
of the PackmuleArmour, jewelleryHippopotamus Tusk+10, 20, 30% carrying capacity; at most +50% from all you wear
of PlentyArmour, jewelleryPine Amber+10, 20, 30% chance of one more with each gathering swing; at most +50%
of the Pearl DiverArmour, jewelleryCrab Claw+25, 50, 100% breath under water; at most +200%

A Bane works only against wild creatures, never against a player or a creature a player commands or rides.

Masterwork

A masterwork enchantment is a greater one made with a Bloodstone and 4 trophies, at profession level 95 and a rank 5 station: only a player city's best. Against players it is exactly the greater grade. Against creatures and NPCs it is more: a masterwork weapon deals 15% more damage, and each masterwork piece of armour, shield or jewellery you wear takes 4% off their blows, at most 20%. It sells for twice a greater one. A craft-only enchantment has no masterwork grade.