Enchanting in Midnight keeps the same broad identity it had before, but the profession has a few important system changes that affect how it levels, what it crafts, and how its progression feels over time. It still covers a wide set of outputs, including weapon, armor, ring, helm, shoulder, and tool enchants, plus oils, combat wands, temporary illusions, glamours, and House Decor recipes. That recipe range gives Enchanting more than one purpose: it can support your own character, provide steady utility crafts, and also function as a long-term gold-making profession if you build into the right parts of it.
At the same time, Midnight Enchanting is not a casual profession to brute-force carelessly. Compared to many others, it is one of the more expensive and awkward ones to level, and the way it earns some of its weekly Knowledge is different from the standard crafting-profession pattern. Because of that, Enchanting works best when you understand its progression systems early instead of treating it like a profession that only starts mattering once you unlock a few enchants.
How Enchanting Works in Midnight
Midnight Enchanting is built around several parallel systems instead of one single linear crafting path. Part of the profession is straightforward recipe crafting for permanent enchants. Another part is tied to oils, wands, and utility items. A third part is tied directly to Disenchanting, which matters both for materials and for profession progression. On top of that, recipe access is spread between trainers, vendors in different zones, and dungeon drops, so the profession does not feel as self-contained as some others.
This wider structure is important because it changes how you should think about the profession. Enchanting is not only about putting weapon or ring enchants on gear. It is also about managing the material loop through Disenchanting and Shattering, deciding whether you want to build around permanent enchants or utility crafts, and understanding that some parts of the recipe pool are gated differently from others.
What Changed for Enchanting in Midnight
Midnight keeps Enchanting recognizable, but several of the systems around it are cleaner or simply different enough that they affect how the profession plays in practice.
Enchanting Has Its Own Moxie Currency
Enchanting now uses Artisan Enchanter’s Moxie instead of the old shared profession currency model. This means your Enchanting currency is now locked to Enchanting progression and Enchanting recipe purchases rather than being something you can redirect into other professions.
That also changes how the profession feels in the long run. Moxie is no longer a broadly shared cross-profession resource. It is a profession-specific progression currency used for Enchanting-related purchases, which makes Enchanting more self-contained than before.
Only Two Quality Levels for Reagents and Consumables
Bronze-quality enchants and reagents are gone. Midnight reduces consumables and reagent-quality handling down to Silver and Gold. In practice, this makes crafting simpler to manage and reduces a lot of the old clutter that came with three-rank profession systems.
You always craft at least Silver quality, and Concentration can be used to secure Gold quality. This does not make Enchanting cheap, but it does make the output side of the profession cleaner.
Enchant Slots Changed
Midnight reshuffles the enchant landscape in a noticeable way. Helm and Shoulder enchants now exist, while Cloak and Bracer enchants have been removed entirely.
That is not just a cosmetic slot shuffle. It changes which recipe categories matter and what kind of permanent enchant coverage the profession offers. Instead of keeping the old slot spread, Midnight pushes Enchanting into a slightly different equipment pattern.
Shattering Is Available From the Start
One of the more practical Midnight changes is that Shattering is available right away. In previous systems, delayed access to shattering made some dust materials far more expensive early on. Midnight avoids that launch bottleneck by making the shatter side of the profession available from day one.
This matters because Enchanting is always sensitive to material pricing. When the material-conversion side is delayed, the whole profession becomes more punishing to level. Midnight avoids that particular problem much earlier.
Epic Profession Equipment Is Broader Now
Enchanting had an Epic tool before, but Midnight expands Epic profession gear beyond that. Rare and Epic profession equipment now follow the same broader Midnight pattern seen across professions: Epic pieces do not increase base Skill beyond Rare, but they do provide better secondary stats.
Where to Learn Enchanting
Midnight Enchanting has two relevant trainers in Silvermoon, and knowing that early saves confusion because they do not serve exactly the same role.
Main Enchanting Trainer
The main Enchanting trainer is Dolothos, found on the eastern side of the Bazaar in Silvermoon City, just north of Murder Row.
Waypoint: /way silvermoon city:Eversong Woods 47.90 53.76
Glamour Trainer
Enchanting also has a second trainer, Jennara Sunglow, who teaches all of the Glamour recipes. She is located at the top of a tall building in Thalassian University in Silvermoon.
Waypoint: /way silvermoon city:Eversong Woods 39.52 50.97
This split matters because Glamours are not just another random side recipe. They form a distinct part of the profession and, based on the supplied material, also contribute a large chunk of knowledge access once you reach the relevant point in progression.
What Midnight Enchanting Actually Crafts
Enchanting in Midnight covers more than just the standard handful of permanent enchants. The profession spreads across multiple recipe categories, which is one of the reasons it stays useful even when one particular category becomes less profitable.
- Weapon enchants;
- Armor enchants;
- Ring enchants;
- Helm enchants;
- Shoulder enchants;
- Profession tool enchants;
- Mana Oils;
- Combat Wands;
- Temporary Illusions;
- Glamours;
- House Decor.
This recipe spread is important because Enchanting is not forced into one economy lane. If one part of the profession is slow, another part can still matter. Permanent enchants, utility consumables, glamour-style crafts, and profession-support enchants all make Enchanting broader than it first looks.
Why Enchanting Is Harder to Level Than It Looks
Enchanting is one of the more difficult and expensive professions to level in Midnight. That comes from two main things. First, its material loop is naturally costly because it is tied to Disenchanting and conversion rather than clean gathering. Second, a meaningful part of its long-term value is locked behind recipe access, Knowledge investment, and specific recipe categories instead of only simple trainer progression.
That does not mean the profession is weak. It means it punishes waste more than some other professions do. If you level it blindly, it can feel much more expensive than it needs to. If you approach it with a plan, the profession becomes much easier to justify because the later payoff is broader than just “make enchants.”
One of the more useful ideas from the source material is that Enchanting also gets a big chunk of knowledge from Glamour recipes once you move far enough into the profession. That makes the profession feel a little uneven early on, but stronger once more of its systems open up.
Materials, Disenchanting, and the Profession Loop
Enchanting is not a profession where the material side can be treated as an afterthought. A large part of how the profession works is tied to what happens when you Disenchant gear and how you convert enchanting materials over time. The profession’s weekly Knowledge model even leans directly into that, which makes Disenchanting part of progression rather than just a passive source of dust and shards.
This is also why the profession feels different from standard crafting-order professions. Instead of relying mainly on weekly order completion for profession growth, Enchanting gains a meaningful share of its weekly Knowledge through Disenchanting drops. That makes your material loop and your progression loop overlap in a way that is unusual for a crafting profession.
Shattering supports that material loop even further. Since it is available from the start in Midnight, dust costs should be more manageable than in systems where those conversions are delayed. In practice, that helps reduce one of the classic problems Enchanting has at launch: material scarcity making the profession disproportionately punishing to level.
How Enchanting Knowledge Works in Midnight
Enchanting uses the normal Midnight Knowledge framework in one sense — you still have one-time sources, weekly sources, treasures, and treatises — but it also differs from many other professions because Enchanters do not follow the usual Crafting Orders weekly structure. Instead, part of your profession growth is routed through Disenchanting itself.
That difference is one of the most important things to understand if you want the profession to feel smooth. Enchanting does not progress through exactly the same weekly logic as professions that mostly live inside crafting orders. It still has a trainer quest and it still has an Inscription treatise and Darkmoon Faire support, but its Knowledge model is more tightly connected to disenchanting activity.
One-Time Knowledge Sources
The one-time sources are the biggest early boost because they let you move into your actual specialization paths faster instead of waiting for weekly progression to do all the work.
| Source | KP | Details |
|---|---|---|
| Renown Book | 10 | Skill Issue: Enchanting gives 10 Knowledge Points. It is sold by Caeris Fairdawn in Eversong Woods for 75 Artisan Enchanter's Moxie and requires Renown 6 with Silvermoon Court. |
| Event Book | 10 | Echo of Abundance: Enchanting gives 10 Knowledge Points. It is sold by Chel the Chip for 1600 Unalloyed Abundance and 75 Artisan Enchanter's Moxie during the Abundance event. |
| Enchanting Treasures | 24 | There are 8 one-time Enchanting treasures spread across Eversong Woods, Zul'Aman, Harandar, and Voidstorm, each worth 3 Knowledge Points. |
Weekly Knowledge Sources
Weekly Enchanting Knowledge is broader than it first appears. You still have your normal weekly-style profession support, but Enchanting adds a dedicated Disenchanting component on top of that. This makes the weekly profession loop more active than just logging in for one quest and one treatise.
| Source | Details |
|---|---|
| Weekly Quest | Your Enchanting trainer offers a weekly turn-in quest that rewards Thalassian Enchanter's Folio for 3 Knowledge Points. If the quest does not show up, you need to finish the Crafters Needed questline first. |
| Weekly Treasure Drops | Each week you can loot one Lost Thalassian Vellum and one Voidstorm Ashes from treasures in the new zones, for 4 total weekly Knowledge Points. |
| Disenchanting Drops | You also gain weekly profession Knowledge by disenchanting gear, specifically through 5 Swirling Arcane Essence and 1 Brimming Mana Shard. This is one of the profession’s defining weekly systems. |
| Inscription Treatise | Thalassian Treatise on Enchanting gives 1 extra weekly Knowledge Point and is usually acquired through a Public Crafting Order. |
| Darkmoon Faire | The monthly Darkmoon Faire profession quest adds 3 Knowledge Points and +2 Enchanting Skill whenever the Faire is active. |
Disenchanting Catch-Up
Enchanting also has a catch-up system through Glimmering Powder. After you have completed your main weekly Enchanting tasks, catch-up Knowledge can begin dropping from Disenchanting if you are behind.
The important condition is that the main weekly tasks need to be done first. That includes the trainer weekly quest, the weekly Disenchanting Knowledge drops, and the weekly treasure-based drops. Once that weekly baseline is finished, Glimmering Powder can start appearing from eligible disenchants until you catch up.
The source material also gives rough drop-rate guidance for catch-up powder: around 10% from greens, around 50% from blues, and guaranteed from epics. That makes higher-quality disenchant targets much more attractive if your goal is specifically catch-up Knowledge rather than only raw enchanting materials.
All Enchanting Treasure Zones
There are 8 one-time Enchanting treasures in total, split across four Midnight zones. These are not minor collectibles; together they provide 24 Knowledge Points, which is a major boost early in profession progression.
- Eversong Woods — 3 treasures;
- Zul'Aman — 2 treasures;
- Harandar — 2 treasures;
- Voidstorm — 1 treasure.
Treasure list:
- Sin'dorei Enchanting Rod
- Everblazing Sunmote
- Enchanted Sunfire Silk
- Loa-Blessed Dust
- Enchanted Amani Mask
- Primal Essence Orb
- Entropic Shard
- Pure Void Crystal
Enchanting Specializations in Midnight
Enchanting has four specialization trees, unlocked at skill levels 25, 50, 60, and 75. These trees split the profession into recipe access, material handling, utility crafts, and stat support rather than forcing everything into one broad wheel.
- Elevating Equipment;
- Transitories, Tonics, and Tools;
- Disenchanting Delegate;
- Spellbound Shatterer.
Elevating Equipment
Elevating Equipment is the main enchant-focused tree. It covers the profession’s permanent enchants, organized around faction-style groupings such as Thalassian, Amani, and Haranir, and it also includes profession tool enchants.
This is the natural direction if your primary goal is to be an actual Enchanter in the classic sense: unlock the important enchant slots, build toward permanent enchant coverage, and make the profession revolve around gear enhancement rather than utility items or material processing.
Transitories, Tonics, and Tools
Transitories, Tonics, and Tools is the utility-craft side of Enchanting. This tree covers Mana Oils, Combat Wands, the Enchanting Rod, and Temporary Illusions.
This makes it a very different route from the standard enchant path. If you want Enchanting to cover support items and profession utility instead of only permanent gear enchants, this is the more natural specialization direction. It gives Enchanting a broader market identity and not just a stat-enchanting one.
Disenchanting Delegate
Disenchanting Delegate focuses on getting better materials from disenchanting gear. Since Disenchanting is already deeply tied to Enchanting’s weekly Knowledge model and overall material flow, this tree supports one of the profession’s most important background systems rather than just adding another recipe category.
This is especially useful if your Enchanting setup is meant to be sustained through a strong material loop. Better disenchant outcomes support both material income and the general practicality of staying active in the profession.
Spellbound Shatterer
Spellbound Shatterer is the stat-support tree for the profession. It improves Enchanting’s crafting stats rather than being built around one narrow recipe lane.
That makes it especially useful once your main direction is already chosen. If you already know whether you care more about enchants, oils, wands, or disenchanting efficiency, Spellbound Shatterer helps round out the profession and improve overall crafting performance rather than only unlocking more recipes.
Profession Equipment for Enchanters
Profession equipment matters more once Enchanting becomes something you want to optimize instead of merely level. Midnight adds Epic-quality accessories on top of the stronger enchanting tool support the profession already had, and while Epic pieces do not exceed Rare gear in base Skill, they do carry stronger secondary stats.
This means profession gear is still worth pursuing once your specialization path is settled. In practical terms, that matters most when you are crafting more expensive recipes, trying to improve output quality, or building around stronger long-term profession performance rather than just reaching a usable skill level.
The profession equipment side also fits the broader Midnight pattern: uncommon and rare profession gear can move through the normal player economy, while Epic pieces are tied to the work order system. That makes the best Enchanting setup something you often complete over time rather than something you simply buy all at once from one source.
Why Enchanting Still Has Strong Gold-Making Potential
Even though it is one of the more expensive professions to level, Enchanting still has strong long-term market relevance because it covers several recipe categories that stay useful throughout the expansion. Permanent enchants always have a baseline level of demand, but Enchanting also has oils, wands, glamour-related crafting, and various side utility categories that keep the profession from relying on one single product line.
The profession also benefits from how often gear is replaced, disenchanted, or re-optimized over the course of an expansion. That does not mean every enchant recipe will always be profitable, but it does mean Enchanting remains structurally useful in a way that many one-note professions do not.
FAQ
Is Enchanting hard to level in Midnight?
Yes. Based on the supplied guides, it is one of the more expensive and difficult professions to level, especially compared to professions with simpler material loops.
What changed the most for Midnight Enchanting?
The main changes are profession-specific Moxie, the two-rank quality system for reagents and consumables, new helm and shoulder enchants, the removal of cloak and bracer enchants, broader Epic profession gear, and Shattering being available from the start.
How do Enchanters get weekly Knowledge if they do not use the normal crafting-order pattern?
Enchanting uses a different weekly model: alongside the weekly quest, treasure drops, treatise, and Darkmoon Faire, Enchanters also gain a major share of weekly Knowledge through Disenchanting drops.
What are the four Enchanting specialization trees?
The four trees are Elevating Equipment, Transitories, Tonics, and Tools, Disenchanting Delegate, and Spellbound Shatterer.
What does Enchanting craft besides permanent enchants?
It also covers oils, combat wands, temporary illusions, glamours, profession-tool enchants, and House Decor recipes.