Source-verified game guide

Enchanting Rod

Every known use of the 12-slot Enchanting Rod, with exact item placement, requirements, results, and Zoic batch rules.

Before you submit: Check every slot and stack size. Several operations consume rare items, clear custom graphics, clear redistributed stats, or make items soulbound.
12rod slots in 6 left/right rows
19documented operations
10 → 5 secbase time reduced by Processing
6× batchmaximum with the Zoic rod

Choose your rod

Enchanting Rod

600 gold

Sold in Reydor, Maalin, and Stronhad. It performs every single-row or single-operation recipe described below.

Zoic Rod of Enchantments

9,999,999 gold

Sold in Draak. It permits supported six-row batch operations and reduces the Enchanting skill required to create a stone by 5.

RequiredOptional or repeatMust be empty

Enchanting Stones at a glance

An Enchanting Stone moves stats rather than creating new total stats. Players normally describe a stone as +stat/-stat, such as +39 STR/-39 DEX. Put resources for the positive stat in left slots and resources for the negative stat in right slots. The total positive and negative values must remain equal.

The largest stone an item can accept has a positive total equal to twice the item's total base stats. For example, an item with 3 STR and 4 DEX has 7 total base stats, so it can accept at most a +14/-14 stone.

1Condense Medium Gold NuggetsCurrency
1Medium Gold Nuggets
2Medium Gold Nuggets
3Medium Gold Nuggets
4Medium Gold Nuggets
5Medium Gold Nuggets
6Medium Gold Nuggets
7Medium Gold Nuggets
8Medium Gold Nuggets
9Medium Gold Nuggets
10Medium Gold Nuggets
11Medium Gold Nuggets
12Medium Gold Nuggets
  • Split the nuggets among any number of slots.
  • Every occupied slot must contain Medium Gold Nuggets.
  • The total must be exactly 1,200.

Result: all inputs are consumed. The Gold Nugget is placed in inventory or local storage.

2Clone a Custom GraphicCustomization
1Destination item
2Empty
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Graphic source
  • Both items must have an amount of one and already have custom graphics.
  • Legendary items may differ only by tier and must be from the same family.

Result: the destination item copies the source item's graphic. Neither item is consumed; both are returned to inventory or local storage.

3Unlock SoulshareAccount unlock
11 Soul Shard Essence
21 Time Card
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
📍 Required location: Bog Swamp's Peninsula of Blood
  • You must be on the Bog Swamp's Peninsula of Blood.
  • The account must have an email address.
  • Soulshare must not already be unlocked for that email.

Result: both items are consumed and Soulshare unlocks for accounts on the same email.

4Convert Resin into TrophiesTrophies
1One resin stack
2Empty
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
trophy value = amount × resin gold value × 75

The rod chooses a trophy at or below your maximum creature kill level. It favors the result that wastes the least computed value and that fits in one stack.

  • Very valuable stacks can exceed the value allowed by your maximum kill.
  • Small stacks can be too weak to produce a suitable trophy.

Larger resin stacks are generally more efficient, but the rod can reject a stack whose value is too high for your maximum creature kill. See the December 26, 2023 announcement for the original feature details.

Result: the resin becomes a trophy stack, which is placed in inventory or local storage.

5Consume PvE Temper Essences with SilkSoul tempering
1Temper Essence stack
2Equal silk stack
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
📍 Required location: Bog Swamp's Peninsula of Blood
  • Use Physical, Magical, Defense, or a degraded version.
  • The essence and silk amounts must match.
  • The required silk tier rises with maximum experience and reaches tier 30 at 90 billion maximum experience.
EssencePermanent temper gained
Normal9 per essence
Degraded3 per essence

Result: both stacks are consumed.

6Consume PvE Temper Essences with RunesSoul tempering
1Temper Essence stack
2Runes begin here
3More runes
4More runes
5More runes
6More runes
7More runes
8More runes
9More runes
10More runes
11More runes
12More runes
📍 Required location: Bog Swamp's Peninsula of Blood
  • The total rune amount must equal the essence amount.
  • You may spread runes among any of Slots 2 through 12.
  • No item after Slot 1 may be anything other than a rune.
  • Normal essences give 9 temper each; degraded essences give 3.

Result: all essence and rune stacks are consumed.

7Degrade and Unsoulbind PvE EssencesSoul tempering
1Normal essence stack
2Identical stack
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
📍 Required location: Bog Swamp's Peninsula of Blood
  • The stacks must have the same essence type, amount, and soulbound status.
  • Only full-strength Physical, Magical, and Defense Essences work.
  • Already degraded essences cannot be degraded again.

Result: both stacks become degraded and unbound, then return to inventory or local storage. Their eventual temper value changes from 9 to 3 each.

8Uptier Legendary ItemsLegendary
1Legendary A
2Identical Legendary A
3Zoic: Legendary A
4Zoic: Legendary A
5Zoic: Legendary A
6Zoic: Legendary A
7Zoic: Legendary A
8Zoic: Legendary A
9Zoic: Legendary A
10Zoic: Legendary A
11Zoic: Legendary A
12Zoic: Legendary A
  • The family must support tiers and not be at its maximum tier.
  • If either input is soulbound, the result is soulbound.
  • A custom graphic from one input is preserved. If both inputs have custom graphics, the graphic from the left slot is preserved and the graphic from the right slot is permanently lost. Later downtiering will not produce two copies of the preserved custom graphic; only one lower-tier item will keep it.
  • A normal rod permits one pair. A Zoic rod permits up to six identical pairs; complete rows may be empty.

Result: each pair becomes one next-tier item, which is placed in inventory or local storage.

9Morph a Legendary Tier onto Another FamilyLegendary
1Tier 2+ donor LG
2Tier-1 target LG
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
  • Both legendary families must be tierable and must be the same kind of item, such as two weapons or two shields.
  • They must be different families with the same soulbound status.
  • The store-value difference cannot exceed 17% of the target's value.
  • The right-slot target preserves its custom graphic. The left-slot donor is consumed, and its custom graphic is lost rather than transferred.
Tier-5 Family A + Tier-1 Family B → Tier-5 Family B

Result: the donor is consumed. The target receives the donor's tier and is placed in inventory or local storage.

10Downtier a Legendary ItemLegendary
1Soulbound tier-2+ LG
2Empty
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
  • The item must be tierable, above tier 1, and soulbound.
  • You need at least two empty inventory positions.
  • The item's temper is cleared.

Result: one item becomes two soulbound items of the next lower tier. One preserves the original custom graphic and the other has the standard graphic. Both are placed in inventory or local storage.

11Transmute Legendary Nonarmor MastersMaster recipes
1LG nonarmor master
2LG master or Starfall Resin
3Zoic: LG master
4Zoic: LG master
5Zoic: LG master
6Zoic: LG master
7Zoic: LG master
8Zoic: LG master
9Zoic: LG master
10Zoic: LG master
11Zoic: LG master
12Zoic: LG master

Eligible masters: weapon, bow, arrow, quiver/lavalier, pet, and gem.

  • Two-master method: each pair is consumed and produces one random eligible LG master. The Zoic rod supports six pairs; pairs need not match.
  • Starfall method: one master in Slot 1 and one Starfall Resin in Slot 2 produce one random master. All later slots must be empty.
  • You need one empty inventory position per two-master batch result.

Result: each random master is placed in inventory or local storage.

12Transmute Armor or Shield EssencesEssences
12 matching essences
2Empty
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
  • Two armor essences become one different random armor-family essence.
  • Two shield essences become one different random shield-family essence.
  • The output cannot remain the original family.
  • Any custom graphic is cleared.

Result: one different-family essence is placed in inventory or local storage.

13Create Armor or Shield EssencesEssences
11 tier-30 dust
21 tier-30 cloth or scale
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
Slot 2 materialRequired effective skillOutput
Tier-30 cloth115 ArmorcraftingRandom armor essence
Tier-30 scale115 WoodworkingRandom shield essence

Result: both materials are consumed. The essence is placed in inventory or local storage.

14Transmute Legendary Armor or ShieldsLegendary
1Armor/Shield family essence
2Legendary target
3100 Heroic Essences
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
  • Armor essence works on a helmet, breastplate, sleeve, or legging.
  • Shield essence works only on a shield.
  • The target keeps its current tier but changes to the family chosen by Slot 1.
  • All redistributed stats are cleared. Any custom graphic on the target is always removed, and the transformed item uses its standard graphic.

Result: the family essence and 100 Heroic Essences are consumed. The transformed legendary is placed in inventory or local storage.

15Uptier Unstackable ResourcesResources
1Resource A
2Identical Resource A
3Zoic: Resource A
4Zoic: Resource A
5Zoic: Resource A
6Zoic: Resource A
7Zoic: Resource A
8Zoic: Resource A
9Zoic: Resource A
10Zoic: Resource A
11Zoic: Resource A
12Zoic: Resource A
  • Two identical unstackable standard resources become one resource one tier higher.
  • Junk cannot be changed, and tier 30 cannot increase.
  • The normal rod supports one pair.
  • The Zoic rod supports up to six identical pairs.

Result: each pair becomes one next-tier resource, which is placed in inventory or local storage.

16Uptier Stackable ResourcesResources
1Empty
2Even resource stack
3Empty
4Zoic: even identical resource stack
5Empty
6Zoic: even identical resource stack
7Empty
8Zoic: even identical resource stack
9Empty
10Zoic: even identical resource stack
11Empty
12Zoic: even identical resource stack
2 × tier N → 1 × tier N+1
  • The input amount must be even.
  • Junk cannot be changed, and tier 30 cannot increase.
  • The normal rod supports Slot 2 only.
  • For a Zoic batch, every left slot must be empty and all right stacks must be identical.

Result: each stack becomes half as many resources of the next tier. The results are placed in inventory or local storage.

17Downcraft Stackable ResourcesResources
1Empty
2Odd resource stack
3Empty
4Empty
5Empty
6Empty
7Empty
8Empty
9Empty
10Empty
11Empty
12Empty
  • An odd stack selects downcrafting instead of uptiering.
  • The resource falls one tier and produces a random amount from the old amount through twice the old amount, capped by maximum stack size.
  • Higher-rarity resources, especially resins, tend to produce amounts closer to the original stack size.
  • Tier 1 and junk cannot be reduced.
  • Downcrafting cannot be batched, even with a Zoic rod.

Result: the lower-tier resource stack is placed in inventory or local storage.

18Uptier PotionsPotions
1Empty
2Even potion stack
3Empty
4Zoic: even identical potion stack
5Empty
6Zoic: even identical potion stack
7Empty
8Zoic: even identical potion stack
9Empty
10Zoic: even identical potion stack
11Empty
12Zoic: even identical potion stack
2 × rank N → 1 × rank N+1
  • The amount must be even.
  • Rank 15 cannot increase.
  • The normal rod supports Slot 2 only.
  • A Zoic rod supports up to six identical stacks in the right slots.

Result: each stack becomes half as many potions of the next rank. The results are placed in inventory or local storage.

19Create Enchanting StonesPrimary purpose
1Stat-gain resource
2Stat-loss resource
3Optional stat-gain resource
4Optional stat-loss resource
5Optional stat-gain resource
6Optional stat-loss resource
7Optional stat-gain resource
8Optional stat-loss resource
9Optional stat-gain resource
10Optional stat-loss resource
11Optional stat-gain resource
12Optional stat-loss resource

In every pair, the left resource chooses a stat to raise and the right resource chooses a stat to lower.

  • Use exactly one resource in each occupied slot.
  • Every occupied left slot needs an occupied right slot.
  • Each resource category may appear only once in the entire rod. Two different silks still count as two silks.
  • Only the standard resource categories shown in the tables below can be used. Resins and dusts cannot be used.
Pair strength: the lower resource tier
Required Enchanting: round down ((total strength − 1) × 3.44)
Zoic Rod: 5 less Enchanting required, with a minimum of 0

Processed resources: fixed stats

ResourceStatResourceStat
SkinMREScaleINT
BonePSTDyeSTR
ThreadCNTSinewAGI
GeodeMSTPlankDUR
IngotPREOilREG
ClothCNCLeatherDEX

Raw resources: one of three random stats

ResourcePossible statsResourcePossible stats
SilkMRE, INT, PSTWoodINT, PST, STR
PreyPST, STR, CNTOreSTR, CNT, AGI
PlantCNT, AGI, MSTFishAGI, MST, DUR
VegetableDUR, PRE, REGRodentREG, CNC, DEX

Each raw resource has a one-in-three chance to select each listed stat. The resource is consumed even when it selects a stat you did not want, so chance-based stones can require several attempts.

Values above 30 require multiple resource categories to contribute to the same stat. For example, tier-18 Leather always contributes +18 DEX when placed on the left. Tier-18 Rodent on the left has a one-in-three chance to contribute another +18 DEX. When both have complete matching negative-resource pairs, the successful combination produces +36 DEX.

Result: all resources are consumed. One balanced Enchanting Stone with equal total positive and negative stat changes is placed in inventory or local storage.

No enchanting-rod operation matched your search.

Blank Enchanting Stones

Submit an Enchanting Rod with all 12 slots empty to create a blank Enchanting Stone. Applying a blank stone wipes the target item's existing redistributed stats.

Crafting memory: after you use an Enchanting Rod, submitting an empty rod can automatically refill the previous recipe. Fully log out and log back in to clear that remembered recipe before you make another blank stone.

Using the finished Enchanting Stone

An Enchanting Stone can replace the redistributed stats on one weapon, helmet, breastplate, sleeve, legging, shield, bow, quiver/lavalier, arrow, or pet.

  1. Keep the Enchanting Stone and target item in your inventory.
  2. Right-click the Enchanting Stone.
  3. Select Use Tool.
  4. Select the target item.

Further resources

Brother created a detailed video walkthrough of enchanting in Nodiatis.

Watch Brother's enchanting video on YouTube