Enchantments are random wand upgrades in Wizard Alchemy. Each roll spends one Enchanted Stone and can give one of 10 enchantment types, with every type scaling from Tier I to Tier V. The useful comparison is the stat, the Tier V max value, and whether the roll fits damage, element damage, farming, movement, or cooldown-heavy play.
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Damage enchantments
Fatal, Critical Hit, and Magic are the general combat rolls. Fatal and Critical Hit form the main crit pair, while Magic is the smaller all-purpose attack boost.
Fatal
Boss fights, heavy hits, and crit-focused damage builds.
- Stat
- Critical Damage
- Tier I
- 5%
- Tier III
- 15%
- Tier V
- 25%
- max value
- 25% Critical Damage
- build role
- Critical burst damage
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Critical Hit
Mob farming, multi-hit spell rotations, and builds that need more crit triggers.
- Stat
- Crit Rate
- Tier I
- 5%
- Tier III
- 15%
- Tier V
- 25%
- max value
- 25% Crit Rate
- build role
- Critical hit frequency
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Magic
Fallback damage when an elemental or crit roll does not fit the current build.
- Stat
- Attack Boost
- Tier I
- 2%
- Tier III
- 6%
- Tier V
- 10%
- max value
- 10% Attack Boost
- build role
- General attack boost
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
| Name | Best For | Stat | Tier I | Tier III | Tier V | max value | build role | stone route |
|---|---|---|---|---|---|---|---|---|
| Fatal | Boss fights, heavy hits, and crit-focused damage builds. | Critical Damage | 5% | 15% | 25% | 25% Critical Damage | Critical burst damage | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Critical Hit | Mob farming, multi-hit spell rotations, and builds that need more crit triggers. | Crit Rate | 5% | 15% | 25% | 25% Crit Rate | Critical hit frequency | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Magic | Fallback damage when an elemental or crit roll does not fit the current build. | Attack Boost | 2% | 6% | 10% | 10% Attack Boost | General attack boost | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
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Element damage enchantments
Blazing Fire, Thunder, Shadow, and Ice are strongest when the rest of the build already leans into that element. Blazing Fire has the highest listed element cap at Tier V.
Blazing Fire
Fire spell builds and players leaning into fire-based damage bonuses.
- Stat
- Fire Damage Boost
- Tier I
- 8%
- Tier III
- 24%
- Tier V
- 40%
- max value
- 40% Fire Damage Boost
- build role
- Fire element damage
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Thunder
Thunder spell builds that want their element bonus on the wand roll.
- Stat
- Thunder Damage Boost
- Tier I
- 4%
- Tier III
- 12%
- Tier V
- 20%
- max value
- 20% Thunder Damage Boost
- build role
- Thunder element damage
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Shadow
Dark spell builds and Night Wraith-style damage routes.
- Stat
- Dark Damage Boost
- Tier I
- 4%
- Tier III
- 12%
- Tier V
- 20%
- max value
- 20% Dark Damage Boost
- build role
- Dark element damage
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Ice
Ice spell builds, Frost Thorns-style farming, and defensive ice setups.
- Stat
- Ice Damage Boost
- Tier I
- 4%
- Tier III
- 12%
- Tier V
- 20%
- max value
- 20% Ice Damage Boost
- build role
- Ice element damage
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
| Name | Best For | Stat | Tier I | Tier III | Tier V | max value | build role | stone route |
|---|---|---|---|---|---|---|---|---|
| Blazing Fire | Fire spell builds and players leaning into fire-based damage bonuses. | Fire Damage Boost | 8% | 24% | 40% | 40% Fire Damage Boost | Fire element damage | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Thunder | Thunder spell builds that want their element bonus on the wand roll. | Thunder Damage Boost | 4% | 12% | 20% | 20% Thunder Damage Boost | Thunder element damage | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Shadow | Dark spell builds and Night Wraith-style damage routes. | Dark Damage Boost | 4% | 12% | 20% | 20% Dark Damage Boost | Dark element damage | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Ice | Ice spell builds, Frost Thorns-style farming, and defensive ice setups. | Ice Damage Boost | 4% | 12% | 20% | 20% Ice Damage Boost | Ice element damage | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
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Utility and farming enchantments
Luck, Swift, and Staying Calm are keep-worthy for farming, travel, or spell uptime instead of direct burst. Luck and Staying Calm both reach 50% at Tier V.
Luck
Potion crafting, rare material farming, and players chasing better alchemy outcomes.
- Stat
- Alchemy Luck Boost
- Tier I
- 10%
- Tier III
- 30%
- Tier V
- 50%
- max value
- 50% Alchemy Luck Boost
- build role
- Crafting and farming utility
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Swift
Chest loops, stone farming routes, dodging, and long travel before a better broom route is comfortable.
- Stat
- Movement Speed Bonus
- Tier I
- 5%
- Tier III
- 15%
- Tier V
- 25%
- max value
- 25% Movement Speed Bonus
- build role
- Movement and dodging
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
Staying Calm
Spell-heavy farming loops where faster uptime matters more than one-hit burst.
- Stat
- Cooling Shrinkage
- Tier I
- 10%
- Tier III
- 30%
- Tier V
- 50%
- max value
- 50% Cooling Shrinkage
- build role
- Cooldown-focused spell uptime
- stone route
- Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone.
| Name | Best For | Stat | Tier I | Tier III | Tier V | max value | build role | stone route |
|---|---|---|---|---|---|---|---|---|
| Luck | Potion crafting, rare material farming, and players chasing better alchemy outcomes. | Alchemy Luck Boost | 10% | 30% | 50% | 50% Alchemy Luck Boost | Crafting and farming utility | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Swift | Chest loops, stone farming routes, dodging, and long travel before a better broom route is comfortable. | Movement Speed Bonus | 5% | 15% | 25% | 25% Movement Speed Bonus | Movement and dodging | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
| Staying Calm | Spell-heavy farming loops where faster uptime matters more than one-hit burst. | Cooling Shrinkage | 10% | 30% | 50% | 50% Cooling Shrinkage | Cooldown-focused spell uptime | Random wand roll at the Sea of Oblivion enchanting table; spend 1 Enchanted Stone. |
How enchanting works on a wand
Enchanting starts after you have a wand worth improving. Go to the enchanting table on the small island near the main Sea of Oblivion area, equip your wand, hold E, and confirm the roll. One roll spends one Enchanted Stone.
The result is random. You do not choose the enchantment name or the tier, so it is better to farm several stones before chasing a perfect Tier V result. Keep a useful lower-tier roll if it supports your current build, then roll again when you can afford to gamble.
How to farm Enchanted Stones
Enchanted Stones are the resource that slows the whole system down. Treat guaranteed and repeatable routes as the backbone, then use chance rewards and codes as bonus supply.
- Harryint's lava golem quest is the predictable route because it rewards a stone after the boss quest is completed.
- Enchanted Sword Ferns on the lava island are repeatable, but they have more HP than normal enemies, so weak builds farm them slowly.
- Rare chests, mutant enemies such as Mutant Iron Axe Orc, and other quests can add stones while you are already moving through the map.
- Code rewards can include stones, but codes change quickly. Redeem current codes when they are active instead of planning your whole enchantment route around them.
Which rolls are worth keeping
| Goal | Rolls to value |
|---|---|
| Boss burst | Fatal for bigger crits, Critical Hit when more crit triggers matter. |
| Element builds | Blazing Fire for Fire, Thunder for Thunder, Shadow for Dark, and Ice for Ice. |
| Potion crafting and rare farming | Luck, especially at higher tiers. |
| Travel and dodging | Swift when movement speed helps chest loops, stone farming, or boss positioning. |
| Spell uptime | Staying Calm when cooldown pressure matters more than one-hit damage. |
| General fallback damage | Magic, mainly when the build does not already have a better crit or element roll. |
Do not judge a roll only by the number. A 20% Ice Damage Boost is better than a 10% Attack Boost if your main spells are Ice-based, while Luck can be the right keep even though it is not a direct boss-damage stat.
FAQ
How many enchantments are in Wizard Alchemy?
There are 10 verified enchantment types: Luck, Swift, Fatal, Critical Hit, Blazing Fire, Thunder, Shadow, Ice, Magic, and Staying Calm.
Can you choose the enchantment you want?
No. Each roll spends one Enchanted Stone and gives a random enchantment at a random tier. Farm extra stones before chasing a specific Tier V roll.
Where do you enchant a wand?
Use the enchanting table on the small island near the main Sea of Oblivion area. Equip your wand, hold E, and confirm the roll.
Which enchantments are best for damage?
Fatal and Critical Hit are the main crit pair. Blazing Fire, Thunder, Shadow, and Ice are better when your spell setup already focuses on that element.
How do you get Enchanted Stones?
Farm Enchanted Sword Ferns, complete Harryint's lava golem quest, check rare chests, clear stone-dropping mutant enemies, finish quests, and redeem active codes when they include stones.
Does every enchantment have five tiers?
Yes. Each enchantment scales from Tier I through Tier V. The card values focus on Tier I, Tier III, and Tier V so the starting, middle, and max checkpoints are easy to compare.









