Enchanting in video games can differ depending on what genre. In some games, enchanting is essentially upgrading, but in others, it’s imbuing a certain stat or debuff to it, which causes an assortment of effects. For example, by enchanting a sword with a poison gem, that sword will now have the chance to poison anyone it encounters! Vigil: The Longest Night uses enchanting in this manner; it’s a stat that gets added to the weapon. But how exactly do you enchant in Vigil: The Longest Night?

How to enchant?

When you arrive at Maye Town, you can access Zachary in the Smithy. Talk to him, and you can enchant your equipment. It’s the same menu as forging.

Click on Enchant, and a different menu will appear. Find the piece of equipment that you want to enchant and press A. Then move left or right and choose the Gem you want to apply to it.

Like forging, all equipment can be enchanted apart from rings. There are six enchantment gems in total.

  • Thorite Crystal Frost Stone Cursed Stone Glowing Ember Blood Shard Amber Spark

Each of them provides two unique abilities for weapons and armor. However, you can only choose either-or. You cannot have both of the abilities, only the one.

An item can only be enchanted once, so you cannot stack multiple enchantments on one item. You can enchant the equipment again, but the previous enchantment will be lost for the new one gained. The free for enchanting is 3000 Gold.

Gem Effects

The gems add the following effects to Weapons:

  • Thorite Crystal Rotten Applies a Poison effect to the target. Erosion Poise Damage + 15 Frost Stone Gathering Arcane +10 Frost Applies a Slowing effect to the target. Cursed Stone Disaster Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72% Unfortunate Applies curse effect to the target Glowing Ember Arsonous Throwing +20 Scorching Applies a Burning effect to the target Blood Shard Giant Adds the enemy 0.1%  of Max HP as additional damage Bloodthirsty Applies a bleeding effect to the target Amber Spark Sneaky Back Stab damage +25% Paralysis Applies a Lightning effect to the target

The gems add the following effects to Coat Armor:

  • Rotten Applies a Poison effect to the target. Erosion Poise Damage + 15

  • Applies a Poison effect to the target.

  • Poise Damage + 15

  • Gathering Arcane +10 Frost Applies a Slowing effect to the target.

  • Arcane +10

  • Applies a Slowing effect to the target.

  • Disaster Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72% Unfortunate Applies curse effect to the target

  • Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%

  • Applies curse effect to the target

  • Arsonous Throwing +20 Scorching Applies a Burning effect to the target

  • Throwing +20

  • Applies a Burning effect to the target

  • Giant Adds the enemy 0.1%  of Max HP as additional damage Bloodthirsty Applies a bleeding effect to the target

  • Adds the enemy 0.1%  of Max HP as additional damage

  • Applies a bleeding effect to the target

  • Sneaky Back Stab damage +25% Paralysis Applies a Lightning effect to the target

  • Back Stab damage +25%

  • Applies a Lightning effect to the target

  • Thorite Crystal Regulated Poise +15 Immortal Poison Resistance +20 Frost Stone Piercing Unarmed damage +75% of the defense value Frozen Ice Resistance +20 Cursed Stone Ascetic Per % stamina reduced will increase Attack by 0.5%. Initial Attack -20% Frenzy Curse Resistance +20 Glowing Ember Molten Reflect 75% physical damage Insulated Fire Resistance +20 Blood Shard Longevity Health +10% Staunching Bleeding Resistance +20% Amber Spark Rehabilitation Reduce Debuff Duration +20% Insulated Lightning Resistance +20

As there are three pieces of armor, only the coat piece gets the effects above. If you enchant the Gloves and Boots, the effects are halved of the stats above.

  • Regulated Poise +15 Immortal Poison Resistance +20

  • Poise +15

  • Poison Resistance +20

  • Piercing Unarmed damage +75% of the defense value Frozen Ice Resistance +20

  • Unarmed damage +75% of the defense value

  • Ice Resistance +20

  • Ascetic Per % stamina reduced will increase Attack by 0.5%. Initial Attack -20% Frenzy Curse Resistance +20

  • Per % stamina reduced will increase Attack by 0.5%. Initial Attack -20%

  • Curse Resistance +20

  • Molten Reflect 75% physical damage Insulated Fire Resistance +20

  • Reflect 75% physical damage

  • Fire Resistance +20

  • Longevity Health +10% Staunching Bleeding Resistance +20%

  • Health +10%

  • Bleeding Resistance +20%

  • Rehabilitation Reduce Debuff Duration +20% Insulated Lightning Resistance +20

  • Reduce Debuff Duration +20%

  • Lightning Resistance +20

For example:

  • Thorite Crystal Regulated Poise +7.5 Immortal Poison Resistance +10

To enchant, it’s entirely up to you. If you fancy a weapon that does burning damage, then do it. If you’re playing blind, you’ve got no idea what enemy will be weak or strong to a certain status effect. And in honesty, some of these effects make no sense until you try them out and see if they’re actually worth it.

  • Regulated Poise +7.5 Immortal Poison Resistance +10

  • Poise +7.5

  • Poison Resistance +10

Our opinion is to stick to the ones you understand; Sneaky for extra Backstab damage is something you cannot go wrong with. Same as Frost, which slows enemies down. For the armor, extra health and poise are always nice! Simple is often best.