Hello Alyndale! I have come to hopefully give you some help. Let's start, shall we?
Quite accurate in my case, as Naoki is a level 60 Mage. I like you! Let's continue, young one.
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My question goes out to all you wonderful enchanters and enchantress'. I would like some information on all the types of enchants there are.
Now this is tough. There are all sorts of enchantments. Many give stats like agility, strength, intellect, spirit, and stamina. Others give haste (more common in weighing stones from blacksmithing), some give resistances (common for back pieces), and some give +block to shields. Some others increase damage from spells, or weapon damage. There's a lot of types. Some even give you +mining or herbalism or skinning skill!
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For instance, there is haste and agility, what is the difference between the two and what can they do for your weapon or armor abilities?
I'll go over these as quickly as possible, as it is a common question.
Stamina: The basic. Every 1 point of Stamina gives 10 hp. Always the same, unless you have some kind of modifier on, in which case you'll get like 10.5 hp for every point of stamina.
Agility: Agility does a couple of things. It increases your chance to get a critical melee hit. How much agility will equal 1% crit is variable upon class and level. Generally speaking, at level 60, rogues have a slightly small (I believe) agility to crit scale. I'll estimate around 25 agility to a 1% crit. Most classes will be slightly higher; say, for example, 30 agility to a 1% crit. Hunters are around 56 agility to 1%. For some reason I always remember that.
Ever agility point will also give you two armor points (AC), no matter what level or class. Useful for tanks. Agility also increases your dodging chances, but like crit, it is varied upon level and class. Agility is good for tanks, but unfortunately, strength usually usually comes with armor sets more than agility.
Strength: Strength is for melee damage. Every 1 point of strength is 2 Attack Power. Every 14 attack power (or 7 points of STR) is one more DPS (Damage Per Second). The more strength or attack power, the more you hit for. Rogues and Hunters have different rankings for attack power, where agility is worth AP. It serves to make things more confusing.
STR also increases the amount of damage you block for with a shield. It does NOT increase your chance to block. And the amount you block for is ridiculous. It is something like 20 Strength is one more damage blocked. Not too worthwhile, IMO... except that tanking armor will have STR, so tough luck!
Intellect: Every... 56 INT gives you a 1% chance to critically hit with a spell. This is true for every mana-using class. Ha! I told you first, so remember it. This has been verified by Blizzard, but does not seem to be commonly known.
Rather, INT is used like Stamina, but for mana. Every one point of INT equals 15 mana. Once again, mileage may vary based on modifiers, but this is the base.
Spirit: This is used for mana and hp regeneration (note: mana regain when not castign and hp regain out of battle). Melee classes recover hp faster; casting classes recover hp slower, but mana faster. Out of the classes, Warlocks, Priests, and Mages will have the most of this stat (and few Warlocks focus on spirit), as well as the highest base modifiers (and thus, effect). For almost all situations, spirit is considered the most useless stat. There is talk of it becoming the antithesis of critical hits in the future, so that more spirit decreases the chance of a critical hit upon you. It will still be mostly useless then, IMO.
As for other stats, you have +spell damage/healing, +haste, +resistances, +weapon damage, and maybe a couple of others I forget.
+Spell: For spell-casters, of course. Most +spell damage will say "Up to XX damage". This is based off of the base cast time of a spell. A 3.5 second base cast spell (Like a Mage's Fireball) will receive the full benefit of the +spell damage. A 3.0 base cast time will receive 85% of the "Up to" damage. A 1.5 second casted spell will receive about half the "Up to" damage, and for all intents and purposes, instant casts are considered 1.5 second casted spells (If they are modified by talents, they receive more of a bonus, such as a Mage's Improved Arcane Explosion). I have heard that Damage Over Time spells, regardless of cast times, get a 100% effect of the damage.
+Haste" How fast you attack. Say you have a 3.3 (second) swing on your heavy two-handed axe. If you get a 1% haste to it, you swing it like a 3.267 speed weapon. Doesn't that sound good? Yeah, not so much. Although with some decent items, you can swing a bit faster.
Spell Resistances: Every 5 spell resistances is equal to one level. Therefore, a level 60 with 50 Fire Resistance has the resistance of a level 70 to fire damage. Higher resistances mean two things: nullifying magic completely (which is called resisting) and taking less damage (which is nice). The highest resistance you can get to is purported to be a 75% resistance, which is around 250 or so. No one is sure if this is the cap, but it is the cap for physical damage mitigation from armor, so it seems decent to assume. Someone with that high of a resistance will take very little damage from that school of magic, if they get hit at all.
+Weapon Damage: Everytime you hit, you hit for X more damage. This is most effective, I believe, with fast weapons; for example, a fast 1.2 speed sword will get a 4 DPS boost from a +5 weapon damage enchant. A giant two-handed sword with 3.3 speed will get a 2.7 DPS increase from a +9 weapon damage enchant. On one-handed weapons, the highest is +5; on two-handed, +9 (I think).
Some other enchants give you effects like Lifestealing, etc. These are higher up, and until you are at least level 50, you have no reason to worry about that.
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Maybe there is a web site somewhere that fully outlines this. As of yet I have seen none in existance.
The Trade Sticky here has what color glows you can get, and I think some other posters gave some sites. Best of luck! Ask if you need anything else.