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All 10 Enchantments in Wizard Alchemy

Updated on May 23, 2026 (3 days ago)

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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Build role

Damage enchantments

3 items

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

Stat
Critical Damage
Tier I
5%
Tier III
15%
Tier V
25%
max value
25% Critical Damage
build role
Critical burst damage
best for
Boss fights, heavy hits, and crit-focused damage builds.

Critical Hit

Stat
Crit Rate
Tier I
5%
Tier III
15%
Tier V
25%
max value
25% Crit Rate
build role
Critical hit frequency
best for
Mob farming, multi-hit spell rotations, and builds that need more crit triggers.

Magic

Stat
Attack Boost
Tier I
2%
Tier III
6%
Tier V
10%
max value
10% Attack Boost
build role
General attack boost
best for
Fallback damage when an elemental or crit roll does not fit the current build.
NameStatTier ITier IIITier Vmax valuebuild rolebest for
FatalCritical Damage5%15%25%25% Critical DamageCritical burst damageBoss fights, heavy hits, and crit-focused damage builds.
Critical HitCrit Rate5%15%25%25% Crit RateCritical hit frequencyMob farming, multi-hit spell rotations, and builds that need more crit triggers.
MagicAttack Boost2%6%10%10% Attack BoostGeneral attack boostFallback damage when an elemental or crit roll does not fit the current build.

Build role

Element damage enchantments

4 items

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

Stat
Fire Damage Boost
Tier I
8%
Tier III
24%
Tier V
40%
max value
40% Fire Damage Boost
build role
Fire element damage
best for
Fire spell builds and players leaning into fire-based damage bonuses.

Thunder

Stat
Thunder Damage Boost
Tier I
4%
Tier III
12%
Tier V
20%
max value
20% Thunder Damage Boost
build role
Thunder element damage
best for
Thunder spell builds that want their element bonus on the wand roll.

Shadow

Stat
Dark Damage Boost
Tier I
4%
Tier III
12%
Tier V
20%
max value
20% Dark Damage Boost
build role
Dark element damage
best for
Dark spell builds and Night Wraith-style damage routes.

Ice

Stat
Ice Damage Boost
Tier I
4%
Tier III
12%
Tier V
20%
max value
20% Ice Damage Boost
build role
Ice element damage
best for
Ice spell builds, Frost Thorns-style farming, and defensive ice setups.
NameStatTier ITier IIITier Vmax valuebuild rolebest for
Blazing FireFire Damage Boost8%24%40%40% Fire Damage BoostFire element damageFire spell builds and players leaning into fire-based damage bonuses.
ThunderThunder Damage Boost4%12%20%20% Thunder Damage BoostThunder element damageThunder spell builds that want their element bonus on the wand roll.
ShadowDark Damage Boost4%12%20%20% Dark Damage BoostDark element damageDark spell builds and Night Wraith-style damage routes.
IceIce Damage Boost4%12%20%20% Ice Damage BoostIce element damageIce spell builds, Frost Thorns-style farming, and defensive ice setups.

Build role

Utility and farming enchantments

3 items

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

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
best for
Potion crafting, rare material farming, and players chasing better alchemy outcomes.

Swift

Stat
Movement Speed Bonus
Tier I
5%
Tier III
15%
Tier V
25%
max value
25% Movement Speed Bonus
build role
Movement and dodging
best for
Chest loops, stone farming routes, dodging, and long travel before a better broom route is comfortable.

Staying Calm

Stat
Cooling Shrinkage
Tier I
10%
Tier III
30%
Tier V
50%
max value
50% Cooling Shrinkage
build role
Cooldown-focused spell uptime
best for
Spell-heavy farming loops where faster uptime matters more than one-hit burst.
NameStatTier ITier IIITier Vmax valuebuild rolebest for
LuckAlchemy Luck Boost10%30%50%50% Alchemy Luck BoostCrafting and farming utilityPotion crafting, rare material farming, and players chasing better alchemy outcomes.
SwiftMovement Speed Bonus5%15%25%25% Movement Speed BonusMovement and dodgingChest loops, stone farming routes, dodging, and long travel before a better broom route is comfortable.
Staying CalmCooling Shrinkage10%30%50%50% Cooling ShrinkageCooldown-focused spell uptimeSpell-heavy farming loops where faster uptime matters more than one-hit burst.

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

GoalRolls to value
Boss burstFatal for bigger crits, Critical Hit when more crit triggers matter.
Element buildsBlazing Fire for Fire, Thunder for Thunder, Shadow for Dark, and Ice for Ice.
Potion crafting and rare farmingLuck, especially at higher tiers.
Travel and dodgingSwift when movement speed helps chest loops, stone farming, or boss positioning.
Spell uptimeStaying Calm when cooldown pressure matters more than one-hit damage.
General fallback damageMagic, 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.

How to Use This Wizard Alchemy Enchantments List

Stat names the buff added to the wand. Tier I, Tier III, and Tier V show the main scaling checkpoints, and Max value is the Tier V cap. Build role and Best for translate the stat into a player decision, such as crit burst, element damage, movement, crafting, or cooldown uptime. Stone route stays the same for every enchantment because each one comes from a random Enchanted Stone roll at the Sea of Oblivion enchanting table.

FAQ

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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