
3x Health Potion = upgraded Health Potion. Adds quite nice unique enchantments (dodge / critical chance, dual wield / wand and staff damage, etc.). Unique enchanter: Maximum enchantments: 2. Luck enchanter: Adds attributes connected with luck (gold/magic-find, exp bonus, lower fumble chance etc.). Attribute enchanter: Adds attribute bonuses – probably best enchanter out there. Poison/Fire/Ice/Lighting Enchanter: Adds enchantments corresponding to his element (ex.: elemental armor / damage, elemental % resistance / damage, special effects (chance to poison etc.):.
Mostly limited to 2 sockets per item (2-handed weapons are capped at 3 I think).
Socket Enchanter: Adds sockets to any items. Grandmaster Enchanter: Maximum number of enchantments: 4. Disenchanting for 30-40% of normal price. Master Enchanter: Random type enchantments at 60-70% normal price. I tested this on some items.Īll of them have max enchantments limited at 3 if not specified: In other words, it will only remove enchantments you added to the item. De-enchanting and item does not remove any original enchantment that was on the item. If the item has two or more sockets already it wont enchant. A special rare NPC found in the wilderness can always add sockets to items. Enchanting add modifiers such as +Cast Speed or +Focus or sockets (small chance). Max enchants might differ from enchanter to enchanter. As long as it doesn’t have max enchants already. When that happens a special effect and sound plays. There is a ~20% chance to get stronger enchants. Special enchanters in the wilderness can do more. NPC at towns can only do up to tree enchants to a item. Current consensus is that enchanting scales with the item level. Enchanting items are done by paying some gold to a special NPC which can be found in towns and in the wilderness.
Tomes equipped on a pet convey their passive benefits to the pet only apparently passives like increased magic item find are not relayed back to the player. Although you have no control over when your pet will cast a spell, you can temporarily prevent it from casting spells by setting your pet to passive mode.
Note that the cooldown period for active spells are often longer when used by pets. In T2, pets also have four active spell slots. Spells can be unlearned by clicking the “Remove Spell” button. The player has four active slots for spells. This is for personal reference but I figured it wouldn’t hurt to share. Torchlight 2 Useful Information Compilation by bubux