The Veil Enchanting and Gems Guide
An enchant is a gem applied to a weapon. The gem decides the effect, the weapon keeps it until you swap the weapon out, and the whole system runs on two separate silver costs that guides usually blur together. A third thing, enhancing, is a different system with a different NPC and a different currency, and it is covered further down.
The short version
Get a gem, take it to the blacksmith, pay 100 silver. The 100 is confirmed in the developers' own patch notes. Gems come free from trinket spawns and chests, or you can roll for better ones at the Gem Gacha on Sky Island for 500 silver a pull — that 500 is the roll, not the enchant. Ichor is not part of any of that: it is the Goblin Tinkerer's currency for enhancing weapons, outfits and accessories.
The two costs, kept apart
Almost every write-up of this system quotes one silver figure and leaves you guessing which step it pays for. They are different steps:
- 100 silver — applying a gem to a weapon. This is first-party: a September 5 patch note reads "Made enchant price be 100", down from the 200 charged at release.
- 500 silver (or 32 Robux) — one random gem from the Gem Gacha. Optional. You never have to roll; the common gems drop for free while you play.
So a finished enchant from a gem you already own costs 100 silver. A finished enchant from a gem you rolled for costs 600 and up, and "up" is the realistic number, because the pull is random.
Where gems come from
The game's own Q&A channel answers this directly: gems come from trinket spawns, chests and various other means, and you can also roll for them with silver. That means the four common gems are not a paywall — you will pick them up while doing the Disease Era main quest, and the opening quest line hands you the enchant step early on purpose.
Rolling only matters once you want a specific effect, or the rare and legendary gems that never turn up in ordinary chests.
The Gem Gacha route
The gacha is not in town. Getting to it the first time is a maze problem, and the one step people skip is the one that decides whether they ever go back.
- Find the Shimmering Sanctum in the maze. Two independent recordings say the same thing — it spawns somewhere random and neither creator found a route that reliably leads there. It is recognisable rather than findable: coloured crystals, gems and glowing light. A Radar turns on the coordinate readout, which helps you retrace, but the Radar is itself a rare drop.
- Hand the NPC inside one gem. Any gem works. He teleports you to Sky's Reach, also called Sky Island.
- Activate the waystone before you do anything else. It sits in the central part of the island. Skip it and every future visit costs another Shimmering Sanctum hunt plus another gem. Both recordings stop mid-route to say this.
- Climb to the merchant above the waystone. The Gem Gacha is in the upper section of the island. 500 silver or 32 Robux per roll.
Nobody has recorded a repeatable route to it, and the coordinates one creator was carrying did not transfer to anyone else. Treat any guide that gives you exact coordinates for it with suspicion.
How To FARM LEGENDARY Gems + Location
A September route showing the Shimmering Sanctum inside the maze, the gem hand-in that teleports you to Sky's Reach, the waystone to activate on arrival, the Gem Gacha merchant and a Weeping Crypt silver farm for funding rolls.
Every number the Gem Gacha lists
This is the shop panel itself, read off a September 6 recording in shop order, not a rarity summary. It matters because the summaries in circulation are wrong: they compress fourteen entries into four rarity bands and lose the gem names.
| Gem | Shop colour | Listed number |
|---|---|---|
| Ruby | Green | 60% |
| Emerald | Green | 60% |
| Sapphire | Green | 60% |
| Topaz | Green | 60% |
| Diamond | Green | 60% |
| Rot Gem | Blue | 40% |
| Star Gem | Blue | 40% |
| Blood Gem | Blue | 40% |
| Azure Ruby | Purple | 10% |
| Onyx | Purple | 10% |
| Opal | Purple | 10% |
| Aquamarine | Purple | 10% |
| ??? (hidden) | Gold | 1% |
| ??? (hidden) | Gold | 1% |
The fourteen listed numbers add up to 462%. Whatever the shop is displaying, it is not a chance out of 100, so "1% for a legendary" is not a claim the panel actually supports. What the ordering does tell you reliably is the ranking: the five green gems are the common result, and the two hidden gold entries are the rarest thing in the pool.
The two ??? entries stay hidden until you pull one. One of them is the Shadow Diamond, confirmed on camera. The other has not been shown by anyone we checked.
What each gem actually does
Effects are read from in-game tooltips and live hits, not from a datamine. Only five of the fourteen gems have been demonstrated so far.
| Gem | Confirmed by | Enchant | Recorded effect |
|---|---|---|---|
| Topaz | Shown on camera | Light | Whites out the target’s screen on hit and applies fire. |
| Sapphire | Tooltip read aloud | Ice | Slows the target by 200% for 8 seconds in the recorded build. |
| Ruby | Shown on camera | Fire | Straight fire damage. Called the best pure-damage option of the four. |
| Emerald | Shown on camera | Poison | Poison damage, described as barely stacking. |
| Shadow Diamond | Tooltip read verbatim | Shadow Lightning | 7 damage, a 0.5-second stun and applies Shadow Fire. Strikes as a separate lightning hit. |
The creator who tested all four common gems ranked them Topaz, Sapphire, Ruby, Emerald, with the reasoning that a blind plus a burn beats raw damage and that the 8-second ice slow is worth more than it looks in a game with this much movement. He also confirmed there is no chaos gem in the pool. That is one player's ranking of a beta build, not a tier list — the nine gems nobody has shown yet could reorder it completely.
An enchant is a separate effect layered on top of whatever the weapon already had. One recorded ice weapon kept its cold passive and gained poison damage from an Emerald, so read the enchant as an addition when you are comparing two weapons.
Paying for rolls
At 500 silver a pull this turns into a silver problem rather than a gem problem. The recorded method is looting runs out of the Weeping Crypt waypoint: pick up every item on the ground, kill what spawns on you, fill the inventory, return to the merchant and sell the lot. One creator puts three full runs at roughly 3,000 silver. That is the same location as the Sin and Offerings farm, so the two runs stack — do not make a dedicated trip for either.
Enhancing is a second system, and it runs on Ichor
Everything above is about gems. There is a separate upgrade line handled by the Goblin Tinkerer, at a station labelled Enhance, and none of the silver costs on this page apply to it. His own words when you ask for work: “Show me the item you would like to enhance. A weapon, an outfit, or an accessory.” That is already wider than gems, which go on weapons.
Asked what Ichor is, he answers: “The essence of the creator.. You can get it from killing things, or achieving great feats. Ichor clings to you like the blood from your foes, I can harness such a thing, for a price of course!” So Ichor accumulates from ordinary play rather than from a shop, and the Tinkerer is the thing that converts it into stats. That also explains why the current UPDATEFINALLY code pays 1,000 Ichor alongside its silver: it is a head start on this system, not on the gem one.
Enhancements can be taken off again, and he says it is cheap. Choose the removal option and the reply is “Scraping a thing clean is crude work, but it is cheap. Hold out what you want stripped clean.” Gem enchanting has no equivalent confirmed prompt, so do not assume the two behave the same way.
Both the enhance and the strip prompt ask you to hold out an item before they quote anything, so the numbers only exist once a specific item is in hand — there is no menu price to read. Everything above is the dialogue text itself, read in game on September 13, 2026. Costs will be added when they can be recorded against a named item rather than guessed at.
Enhancement tomes at the 20 Shelves library
This is probably fuel for the Tinkerer above rather than for gem work, though nothing yet links the two directly. A September 11 recording completes a side quest at The Twenty Shelves — the hidden library deep in the Pale that also holds the Spellweaver hand-in — and is paid in an enhancement tome rather than a gem.
One creator, one run, at a resolution where the reward line cannot be read frame by frame. What is clear is the location title, the "Side Quest Complete!" prompt and that the payout is a tome. The exact item name, its rarity and what a tome does are all unconfirmed, so nothing here should change how you spend silver yet. If you are already going to the library for Spellweaver, look for the quest while you are there.
What we could not confirm
- Effects for nine of the fourteen gems. Diamond, Rot Gem, Star Gem, Blood Gem, Azure Ruby, Onyx, Opal, Aquamarine and the second hidden legendary have not been shown.
- Whether a gem enchant can be removed or replaced. One written guide says an enchant stays until you switch the weapon out. The creator testing gems does say "let's remove my enchant" on camera, which suggests removal exists, but no recording shows the prompt or a cost. Note that the Goblin Tinkerer's removal option is confirmed and is a different system — do not read one as evidence for the other.
- What enhancing and stripping actually cost. Both prompts want an item in hand before they quote a number.
- Which NPC you want. Gem hand-in recordings call the enchanting NPC the blacksmith and the Disease Era opening step says enchanter; those are the gem path. The Goblin Tinkerer, under the Enhance sign, is the Ichor path. Read the prompt in front of you rather than hunting for a specific label.
- Whether the 100-silver enchant survived the September 12 update. That patch was announced as including balance changes and has no published changelog, and enchant pricing has already moved once, from 200 to 100. The figure on this page is the September 5 developer note until someone reads the blacksmith prompt again.