Enchanting

Crit enchantments Crit damage enchants Damage +damage 0 0 102.5 102.5 1 0 104.75 109.675 2 0 107 116.85 2 1 112.6 124.025 3 1 115.65 131.2 3 2 124.05 138.75 3 3 131.45 145.55 3 4 138.85 152.725 4 4 148.3 159.9 5 4 157.75 167.075

In the current version of the game I think enchanting anything but cobalt is a waste.You can of course also enchant wooden things, but the resources need are somewhat high and the effect low (and always a percentage). The time needed gathering things to increase damage by 3% is better spend getting materials to get a better sword.Whether or not you agree on that, the best things to enchant are jewelry items. They are super cheap to craft and do not have durability, you keep them forever.The strength of an enchantment depends on the quality of an item, the materials needed only go up as you switch from iron to gold. Due to this iron and especially cobalt are best for enchanting, wood and gold worst.The easiest way to enchant is just go for +damage and enchant jewelry first, highest left durability armour after, weapon after that. Anything more efficient needs math or reading the guide. Now this will get long, get a cup of tea and a comfy chair.All values below are for cobalt, the results work for other materials, too. Crit things get worse in comparison with lower mats.Damage: Increases damage by 7%. As there no other sources for percentage damage increase the first enchantment will increase your damage by seven percent. As your second damage enchantment however only increases the base damage by 7% you get 114% damage [100+(100*0.07)*2] and not 114.49% (100*1.07^2). While this seems like a small difference it does at up it means your second enchantment only increase damage by 6.5% (114/107), third 6.1%, fourth 5.8%.Attack speed: Exactly like damage but with the small added drawback of higher material usage for same damage.Health: Unless I count swings (as the last swing deals "overdamage") 7% more health enable me to kill a higher enemy just as much as 7% damage would. However as with full cobalt armour you already have +24% health, the first 7% enchantment only gives you 5.6% more actual health. Meaning it is only better compared to damage or speed if you already have four speed and four damage enchantments.Stamina/Stamine regeneration: Ever ran out of stamina?Health regeneration: A single enchantment gives your 0.45% of your health per second, meaning you would have to fight for ~13 seconds (after first being hit) for health regen to let you survive a fight your would lose with a +health enchantment. Fights are usually not that long. If you want to fight enemy after enemy however and would otherwise always have to wait for 10 seconds plus the actual time to reach full health again out of combat it might reduce downtime. So it is better for farming but worse for single big fights in theory. In practice however you will see it works only in combat, so when you kill an enemy it becomes inactive, you still have to wait 10s for normal regeneration to set in. Additionally it often bugs out and does nothing at all, so ignore it for now.Hunger reduction: Just pick a berry. Hard to compare a utility enchantment with the others which are combat related.Crit/Crit damage: Oh here comes the math. So your base crit damage is 150% of the normal value at a base crit chance of 5%. Meaning if you hit once per second for 10 damage you would deal one crit in a 20 second fight (on average) adding up to 205 damage (compared to 200 if there was no crit in this game).So here is a table of damage with different amount of enchantments (100 is base, fourth column as comparison with same total amount of enchantments):100+(5+4.5*X)*(50+40*Y)/100 is the formula used, X and Y being number of crit chance enchantments and crit damage enchantments.As you can see, even just flat damage is better in comparison, crit does kinda "catch up" though. Meaning as we get higher materials or more things to enchant (dual wielding) crit may become the best enchantment even if they leave the current numbers.Armor penetration, resistance penetration: So we have two misleading names here, one would be resistance, because it should just be called parry, dodging or avoidance to make it clear it is a chance to take no damage at all (but we do have a mouseover tooltip).Additionally, penetration makes it sound like you hit as if the enemy had a 5% lower armour/resistance value, which is not the case. I currently have 3375 armour in the game, leading to 43.41% damage reduction (you deal 56.59 damage with a 100 damage sword). Reducing armour by 5.5% via one cobalt armour penetration item would result in 3039 armour, making you deal 59.15 damage instead, a 4.5% damage increase, nowhere near the 7% of a damage enchantment.But the way it actually works is by just reducing my damage reduction by a flat 5.5%, so from 43.41 to 37.91. This means 62.09 damage instead of 56.59, a fat 9.7% increase. The damage increase is bigger, the more armour the enemy has.As even your highest PvE enemies have only about 20% damage reduction however, the armour (and resistance) penetration enchantments are not that good. You can get one resistance penetration to get less resisted hits if you think luck is not on your side, otherwise consider them PvP enchantments.TL, DR: Go for damage and attack speed alternatingly. if you really want something else, too, or don’t have the materials, you can also get one armour pen and one restiance pen item. Health is okay, too, ignore the rest though.