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
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.
| Name | Stat | Tier I | Tier III | Tier V | max value | build role | best for |
|---|---|---|---|---|---|---|---|
| Fatal | Critical Damage | 5% | 15% | 25% | 25% Critical Damage | Critical burst damage | Boss fights, heavy hits, and crit-focused damage builds. |
| Critical Hit | Crit Rate | 5% | 15% | 25% | 25% Crit Rate | Critical hit frequency | Mob farming, multi-hit spell rotations, and builds that need more crit triggers. |
| Magic | Attack Boost | 2% | 6% | 10% | 10% Attack Boost | General attack boost | Fallback damage when an elemental or crit roll does not fit the current build. |
Build role
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
- 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.
| Name | Stat | Tier I | Tier III | Tier V | max value | build role | best for |
|---|---|---|---|---|---|---|---|
| Blazing Fire | Fire Damage Boost | 8% | 24% | 40% | 40% Fire Damage Boost | Fire element damage | Fire spell builds and players leaning into fire-based damage bonuses. |
| Thunder | Thunder Damage Boost | 4% | 12% | 20% | 20% Thunder Damage Boost | Thunder element damage | Thunder spell builds that want their element bonus on the wand roll. |
| Shadow | Dark Damage Boost | 4% | 12% | 20% | 20% Dark Damage Boost | Dark element damage | Dark spell builds and Night Wraith-style damage routes. |
| Ice | Ice Damage Boost | 4% | 12% | 20% | 20% Ice Damage Boost | Ice element damage | Ice spell builds, Frost Thorns-style farming, and defensive ice setups. |
Build role
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
- 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.
| Name | Stat | Tier I | Tier III | Tier V | max value | build role | best for |
|---|---|---|---|---|---|---|---|
| Luck | Alchemy Luck Boost | 10% | 30% | 50% | 50% Alchemy Luck Boost | Crafting and farming utility | Potion crafting, rare material farming, and players chasing better alchemy outcomes. |
| Swift | Movement Speed Bonus | 5% | 15% | 25% | 25% Movement Speed Bonus | Movement and dodging | Chest loops, stone farming routes, dodging, and long travel before a better broom route is comfortable. |
| Staying Calm | Cooling Shrinkage | 10% | 30% | 50% | 50% Cooling Shrinkage | Cooldown-focused spell uptime | Spell-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
| 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.
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
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.

