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.
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.
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?"
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).
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.
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.
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.
"Enchant when the run is healthy. Skip when the run isn't."