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Enchanting is unlocked by completing quest A Stronger Core.

Skill used to make Offerings, Enchant Items and Tokens. Offerings consume items in your inventory in exchange for Cores, which are used to create Enchant Items and Tokens.

Offerings & Cores[]

There are 3 kinds of basic cores, along with 4 elemental cores:

  • Weak Core
  • Normal Core- Made from 5 Weak Cores
  • Strong Core- Made from 5 Normal Cores
  • Desert Core, Mountain Core, Ocean Core, Forest Core
    • Can be found while offering during Enchanting, also in Combat (The Shimmering Cave)

Basic cores are always received from Offerings, whereas elemental cores are rare additional drops from all Offerings.

Cores are created in exchange for destroying items in your inventory as Offerings. The more powerful the item, the more and better Cores (and XP) you receive for Offering it. Offerings give low XP, but can serve as an effective way to level in low- and mid-levels by getting rid of junk items.

You can offer up to 10 of the same item at a time to get more Cores at once, but each action gives the same experience as offering 1 item. Additionally, items that give more than 1 type of the same kind of Core still give the same amount of experience as items that give only 1 of that core. However, if an item provides 2 different types of cores, you will get the experience of each kind of core it offers.

For example:

  • Items that give any number of Weak Cores all give 2 experience
  • Items that give any number of Normal Cores all give 3 experience
  • Items that give any combination of Weak Cores and Normal Cores all give 5 experience

Enchants[]

Enchants can be added to the corresponding type of gear to give a permanent effect in combat. Enchants are single-use, and are consumed after being added to an item. Creating each Enchantments requires some number of a single type of Core (Weak, Normal, or Strong), as well as a secondary material.

Adding an enchantment to a piece of gear will not unequip it, but the game will treat that gear like a new item for the purposes of saved outfits (i.e. the saved outfit will not be able to find it and you will need to re-save the outfit).

Enchants
Level Gear Type Name Effect Cores Secondary Material
1 Legs Health I +3 Health 10 Weak 1 Cooked Camas Bulb
5 Body Health I +3 Health 10 Weak 1 Cooked Camas Bulb
8 Legs Defence I +1 Defence 10 Weak 1 Miner Defence Potion
12 Boots Attack I +1 Attack 10 Weak 1 Minor Attack Potion
15 Shield Mountain Neutralizes Mountain buff on enemy 20 Weak 1 Mountain Core
15 Shield Forest Neutralizes Forest buff on enemy 20 Weak 1 Forest Core
15 Weapon Desert Neutralizes Desert buff on enemy 50 Weak 2 Desert Core
15 Weapon Ocean Neutralizes Ocean buff on enemy 50 Weak 2 Ocean Core
17 Body Defence I +1 Defence 10 Weak 1 Defence Potion
20 Gloves Attack I +1 Attack 10 Weak 1 Attack Potion
27 Gloves Cooked Food Food drops from

combat will drop as cooked food

10 Weak 1 Cooking Potion
30 Boots Enemy Time I Time between enemies reduced by 20% 20 Normal 1 Powpow Tea
32 Helm Critical Hit I +2% Critical Hit chance 10 Normal 1 Massive Log
33* Weapon Forest Force Enchannt available when choщse Telegraph as Legacy benefit.

While using this weapon all enemies have +1 Forest value

30 Normal 3 Forest Core
35 Boots Strength I +1 Strength 10 Weak 1 Strength Potion
38 Gloves Strength I +1 Strength 10 Normal 1 Strength Potion
42 Legs Defence II Set Defence to 5 10 Normal 5 Defence Potions
45 Gloves Alchemy Drops Combat drops of Alchemy resources drop twice as many 20 Normal 1 Alchemy Potion
48* Weapon Bar Breaker Combat drops of smithable armor will drop as bars instead

(Need recipe, that randomly drops from some Chests)

20 Normal 1 Metal Core
50 Gloves Attack II Set Attack to 3 10 Normal 1 Major Attack Potion
52 Helm Spice Lover When a spice drops in combat, consume it and:

- Restore 1 Health, Gain 5 Attack for 1 minute

10 Normal 1 Ginger
57 Gloves Strength II Set Strength to 3 10 Normal 1 Major Strength Potion
60 Body Critical Hit I +2% Critical Hit chance 10 Strong 1 Massive Log
62* Weapon Prospector's Perception Makes 3 enchants. Rarest combat drops are 25% more likely

(Need recipe from Royal Chest)

60 Strong 1 Ceremonial Sword
65 Boots Attack II Set Attack to 3 10 Strong 1 Major Attack Potion
68 Boots Strength II Set Strength to 3 10 Strong 1 Major Strength Potion
72 Legs Critical Hit I +2% Critical Hit chance 10 Strong 1 Massive Log
75 Body Damage I Reduce incoming damage by 1 10 Strong 1 Klynite Bar
78 Helm Defence II Set Defence to 3 10 Strong 1 Major Defence Potion
80 Boots Enemy Time II Time between enemies reduced by 40% 20 Strong 1 Haste Tea

Tokens[]

Tokens used for choose an opponent in Conjured Combat.

Level Token Cores Secondary

material

10 Cooper Golem Token 20 Weak 1 Cooper Gloves
25 Oak Golem Token 20 Weak 1 Oak Ring
39* Timber Dummy Token - Easy

(available after reaching 5 star enchant mentee)

20 Weak 1 Red Fir Logs
40 Azurite Golem Token 20 Normal 1 Azurite Gloves
55 Maple Golem Token 20 Normal 1 Maple Ring
59* Timber Dummy Token - Normal

(available after reaching 5 star enchant mentee)

20 Normal 1 Oak Logs
61* Primeval Token

(requires recipe from quest Petrified Pugilists)

20 Strong 1 Amber
70 Basalt Golem Token 20 Strong 1 Basalt Gloves
75 Arborion Token 50 Strong 1 Massive Log

1 Forest Core

79* Timber Dummy Token - Hard

(available after reaching 5 star enchant mentee)

20 Strong 1 Cedar Logs
85 Elderwood Golem Token 20 Strong 1 Elderwood Logs
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