Enchantments
Eleven enchantments, five levels each, and a single currency : perfect prisms. Unlike runes, nothing here is random. Everything is a posted price.
In short
Nothing random : everything is a posted price.
A book carries one enchantment at a given level. Applying it transfers that enchantment onto the tool and consumes the book, against a bill paid in perfect prisms : a stone no recipe can craft, and that only drops while mining.
Books also drop off the enemies you beat in the Depths (>dungeon), often at level 1.
The application bill is not linear. A level 1 book on an empty tool costs 2 prisms, and every enchantment already in place weighs the bill down : the first one is cheap, the second costs three times more, the third five times more. That crowding penalty is what keeps a fully enchanted tool from being a mere matter of patience.
Two identical books combine into one a level higher. The combine cost depends only on the resulting level, not on the tool, and it is far gentler than the crowding penalty : so raise the books before placing them.
Finally, an enchantment can be removed, which destroys it without giving it back. You pay 4 prisms per level to free the slot, and the book is lost.
The fourteen enchantments
Each has its own value table over five levels. Power and Erudition strengthen job tools, Fiery Forge and Prospecting the pickaxe alone, Lumbermill and Forestry the axe alone, Excavation the shovel alone, Celerity and Flair the boots. Sharpness, Bloodletting and Executioner hone the sword, Bulwark and Thorns the shield: those five only matter in the Depths.
Adds power points to the job tool: every pickaxe, axe or shovel harvest yields more.
Raises the job XP earned on every harvest with the enchanted tool.
On every mining run, a chance to smelt part of the kept ore straight into ingots, skipping the furnace.
Makes the ores rarer than the area's most common one show up more often when mining.
Power and Erudition only apply to job tools (pickaxe, axe, shovel), Fiery Forge and Prospecting only to the pickaxe, Lumbermill and Forestry only to the axe, Excavation only to the shovel, Celerity and Flair only to boots, Sharpness, Bloodletting and Executioner only to the sword, Bulwark and Thorns only to the shield. Rings and summoning items have no lectern.
The bill
The >temper enchant_apply screen before confirmation. The crowding penalty is computed on the enchantments already placed on the tool, not on the one being placed.
The three operations
Raising two III books into a IV costs 20 prisms. Placing two III books in a row on an empty tool costs 6 + 18 = 24, for a lesser result. Combining almost always wins.
The commands
Enhance, repair or enchant your tools at the Temper Forge
enchant_applyenchant_combineenchant_removeenhancerepairview