From a book to equipped gear
- Find an enchantment book during your adventure. It contributes its enchantment to your personal library.
- Open the Enchantsmith interface and select the gear you want to work on. Read the eligible effects and cost on that item.
- Apply the enchantment you want. Check the actual item afterward rather than assuming every slot shares the same restrictions.
- Upgrade the effect when the cost fits your resources. Record the resulting setup before replacing or dismantling the item.
What changes from the first game
Scroll the comparison sideways to see every column.
| First-game habit | Dungeons II approach |
|---|---|
| Only judge the effects rolled on loot | Books and the library give you more control over an item. |
| Think of armor as one item | Helmet, chestplate, leggings and boots are separate. |
| Treat the initial enchantment as the end | Effects can be upgraded over time. |
Do not plan around a guaranteed salvage refund
Some players expect points back when salvaging; others report receiving none. Avoid experimenting on your best item merely to test a refund. If you salvage an item you no longer need, compare your point balance before and afterward. Keep screenshots of an unexpected result. The PC troubleshooting page explains what details to include in a bug report.
Change one part at a time
Write down the current gear in the loadout planner before changing effects. The equipment catalogue separates active artifacts from passive talismans, while the beginner guide explains how those slots fit together.
