Strategy · enchantments

EnchantmentTiming

After v3.4 doubled the cost to 200 gold per level, enchantment timing matters more than ever. Eight levels. 1,600 total gold to max. Persists across weapon changes.

The numbers

  • Cost per level: 200 gold.
  • Max level: 8.
  • Total for max: 1,600 gold.
  • Persistence: survives weapon-family changes.
  • Applies to: swords, longswords, bows, longbows, fire and frost staves.

The trade-off

Every 200 gold spent on enchanting is 200 gold not spent on health, damage, or a weapon-tier upgrade. The question is never "should I enchant?" — it's "is this the gold that should go to enchantment, or to survival?"

When to enchant

  1. After surviving floor 5 with at least one Health Potion already bought and full HP entering the enchantment room.
  2. When the run is "ahead" — i.e. you're at floor 7 with 600+ gold and no immediate threats.
  3. On Mage or Archer specifically — these classes get the most damage scaling per enchantment level because every attack benefits.
  4. Before floor 15 if you're aiming for a deep run. Level 3+ enchantment by floor 15 is the inflection point for leaderboard pushes.

When NOT to enchant

  1. Below 50% HP entering the enchantment room. Buy a potion first.
  2. If you haven't yet bought a weapon tier. Tier 2 weapon > tier 1 with one enchantment, on most classes.
  3. Solo Warrior on first runs. Warrior survival is HP-bound long before it's damage-bound.
  4. If the next boss floor is 1–2 rooms away. Save the gold for emergency potions.

The "1 level early" trick

Buying just 1 enchantment level around floor 6–8 is often the best gold-spent-per-floor in the whole run. The damage uptick is meaningful for room-clear speed, and the persistence means it carries through every weapon swap later.

This is especially true on Archer (Bow attack speed multiplies enchantment damage) and on Mage (every Rain tick benefits).

The "delay until 1,600" trap

Some players see "max level 8" and save gold for a full top-up. This usually fails: you reach floor 15 with 1,400 gold, no enchantments, and not enough HP to survive the boss room. A level 3 enchantment now beats a hypothetical level 8 you never reach.

Co-op enchanting

In multiplayer, each player enchants their own weapon. There is no party-wide enchant. The Mage in your party is the player most likely to be alive on floor 20 if they enchanted early — coordinate so they get the first enchant opportunity.

Patch context

Before v3.4, enchanting was 100 gold per level. At that price, level 8 was reachable by floor 15 on careful runs. The cost was doubled because that strategy made every run look the same. The current 200-gold price restores the trade-off this guide is built around.