Pillars of Eternity enchantments

Enchantments in provide various types of equipment with special effects.

Overview
Some enchantments can be added to weapons, shields and armor by crafting. Other enchantments cannot be added, and can only be found on unique items.

In general, enchantments cannot be removed from a piece of equipment. However, Quality enchantments can be replaced with a better Quality enchantment.

In addition, equipment can only be enchanted up to a certain number of enchantment points (represented by the anvil symbol - ). Each enchantment is worth a certain number of, based on the approximate strength of the enchantment.

Every weapon in also benefits from a weapon type bonus based on the weapon's type. Weapon bonuses do not cost any enchantment points.

Stacking
If either the PC or a companion has two or more items equipped that all provide the same type of bonus, they will only benefit from the stronger of the two bonuses. Bonuses from the other items will be suppressed.

The exception to this rule is that weapon enchantments will stack with those from other pieces of equipment.

Durgan Iron
Once the White Forge has been unlocked in Durgan's Battery during expansion, Durgan Iron Ingots can be used at the forge to enchant weapons, shields or armor. Enchantments from Durgan Iron do not cost any.

Enchantment categories
Enchantments can be divided into various categories based on their effects.

Quality
Quality enchantments can only be found on weapons, shields and armor. An item can only benefit from one quality enchantment at a time, but a quality enchantment can be upgraded by crafting.

The order of quality enchantments is as follows: Terrible → Normal → Fine → Exceptional → Superb → Legendary → Mythic

Accurate and Damaging are extra quality enchantments that add bonus weapon accuracy and damage respectively.

Attribute bonuses
Some enchantments provide attribute bonuses. Most of these enchantments can be added to armor by crafting.

Defense bonuses
Some enchantments provide bonuses to one or more defenses. These enchantments cannot be added by crafting.

Note that Amenity stacks with other defense bonuses.

Skill bonuses
Some enchantments provide skill bonuses. These enchantments cannot be added by crafting.

Secondary damage
Some weapon enchantments provide additional damage on each hit. Most of these enchantments can be added by crafting.

Damage proofing
Some armor enchantments provide additional Damage Reduction against a damage type. All of these enchantments can be added by crafting.

Slaying
Some weapon enchantments provide both an accuracy bonus and additional damage  against certain creature types. All of these enchantments can be added by crafting.

Affliction defense
Some enchantments provide either a bonus to defense or complete immunity to one or more afflictions. These enchantments cannot be added by crafting.

Attack resolution
Some enchantments can alter the attack resolution of either party members or enemies. These enchantments cannot be added by crafting.

Class abilities
Some enchantments can help to make class abilities stronger. These enchantments cannot be added by crafting.

Spell enchantments
Some enchantments will cast a spell when certain conditions are met. These enchantments cannot be added by crafting. Note that although the effects are referred to as spells, they can be abilities from a variety of classes.

They can be divided into the following categories.
 * Spellbind - Limited casts per encounter or rest.
 * Charged Spellbind - Limited casts in total.
 * Spell Striking - Cast on first critical hit made per encounter.
 * Spell Holding - Cast on first critical hit received per encounter.
 * Spellchance - Chance to cast on each hit or critical hit made.
 * Spelldefense - Chance to cast on each hit or critical hit received.
 * Spellslaying - Cast each time the character kills an enemy.
 * Spellstamina - Cast the first time the characters endurance drops below a certain percentage per encounter.

Spellbind
Characters benefiting from a Spellbind enchantment are able to cast a spell a limited number of times per encounter or per rest.

Charged Spellbind
Characters benefiting from a Charged Spellbind enchantment are able to cast a spell a limited number of times throughout the game.

Spell Striking
Characters benefiting from a Spell Striking enchantment will cast a spell upon landing a critical hit. Most spell striking enchantments limit this to one (the first) critical hit made per encounter.

Spell Holding
Characters benefiting from a Spell Holding enchantment will cast a spell on the first critical hit they receive per encounter.

Spellchance
Characters benefiting from a Spellchance enchantment have a chance to cast a spell on each hit or critical hit they make.

Spelldefense
Characters benefiting from a Spelldefense enchantment have a chance to cast a spell on each hit or critical hit they receive.

Spellslaying
Characters benefiting from a Spellslaying enchantment will cast a spell every time they kill an enemy.

Spellstamina
Characters benefiting from a Spellstamina enchantment will cast a spell the first time per encounter that their endurance drops below a certain percentage.

Other effects
Enchantments found on unique items can provide a variety of other effects.