Enchantment: Difference between revisions

Enchantment: Difference between revisions

Created page with "__NOTOC__ Enchantment is a system that adds bonus stats and effects to equipment through various NPCs. Unlike cards which require slots, enchantments are applied to specific enchant slots on eligible equipment. == Overview == Enchantment: * '''Adds stat bonuses''' to eligible equipment * '''Does not require card slots''' — uses separate enchant slots * '''Can be re-rolled''' for different enchants * '''Available through specific NPCs''' and systems {{Note|Enchantmen..."
 
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__NOTOC__
__NOTOC__
Enchantment is a system that adds bonus stats and effects to equipment through various NPCs. Unlike cards which require slots, enchantments are applied to specific enchant slots on eligible equipment.
Enchantment is a system that adds stat bonuses to special equipment slots separate from card slots. Unlike cards, enchantments can often be re-rolled for different bonuses.


== Overview ==
== Overview ==


Enchantment:
Enchantment provides:
* '''Adds stat bonuses''' to eligible equipment
* '''Stat bonuses''' — STR, AGI, VIT, INT, DEX, LUK increases
* '''Does not require card slots''' — uses separate enchant slots
* '''Special effects''' — ATK%, MATK%, ASPD, Critical bonuses
* '''Can be re-rolled''' for different enchants
* '''Build customization''' — Tailor equipment to your playstyle
* '''Available through specific NPCs''' and systems
* '''Re-rollable''' — Change enchantments if you don't like the result


{{Note|Enchantments and card slots are separate systems. Equipment can have both cards AND enchantments!}}
{{Note|Enchantment slots are separate from card slots. You can have both cards AND enchantments on the same equipment.}}
 
== How Enchanting Works ==
 
# Find an '''Enchantment NPC''' that handles your equipment type
# Pay the required '''materials''' and '''zeny'''
# Receive a '''random enchantment''' on your equipment
# If unsatisfied, you can '''re-enchant''' (usually at reduced cost)
 
{{Warning|Re-enchanting replaces your current enchantment with a new random one. The old enchantment is lost!}}


== Types of Enchantments ==
== Types of Enchantments ==


=== Instance Enchants ===
=== Stat Enchantments ===
 
Many instances provide enchantment systems for their dropped equipment:


{| class="wikitable"
{| class="wikitable"
! Instance/Content !! Equipment !! Enchant Source
! Enchantment !! Effect !! Typical Range
|-
|-
| Faceworm's Nest || Temporal Boots || Malangdo Enchants
| STR || +STR || +1 to +4
|-
|-
| Glast Heim || Fallen Angel Wings || Glast Heim NPC
| AGI || +AGI || +1 to +4
|-
|-
| Mora Village || Mora Equipment || Mora Enchants
| VIT || +VIT || +1 to +4
|-
|-
| Eclage || Eclage Equipment || Spirit Tree Enchants
| INT || +INT || +1 to +4
|-
|-
| Old Glast Heim || Temporal Manteau || Various NPCs
| DEX || +DEX || +1 to +4
|-
| LUK || +LUK || +1 to +4
|}
|}


=== General Enchants ===
=== Combat Enchantments ===
 
Some NPCs enchant a wide variety of equipment:
 
* '''Malangdo''' — General enchanting services
* '''Mora''' — Spirit-themed enchants
* '''Prontera''' — Basic stat enchants
 
== Enchantable Equipment ==
 
=== Temporal Boots ===
 
One of the most popular enchantment targets:


{| class="wikitable"
{| class="wikitable"
! Enchant Type !! Possible Stats
! Enchantment !! Effect
|-
|-
| Fighting Spirit || ATK per 10 base levels, +ATK
| Fighting Spirit || +ATK based on level (physical melee/ranged)
|-
|-
| Expert Archer || Ranged ATK per 10 base levels
| Expert Archer || +Ranged ATK%
|-
|-
| Spell || MATK per 10 base levels
| Spell || +MATK based on level
|-
|-
| Lucky Day || Critical Rate
| Sharp || +Critical rate
|-
|-
| Vital || Max HP increase
| Lucky Day || +Critical rate (alternative)
|-
|-
| Speed || After Cast Delay reduction
| Vital || +Max HP%
|-
|-
| Bear's Might || STR bonus
| Speed || +ASPD
|-
| Hawk Eye || DEX bonus
|}
|}


=== Fallen Angel Wings (FAW) ===
=== Special Enchantments ===


Extremely popular for all builds:
Some equipment can receive rare special enchantments:


{| class="wikitable"
{| class="wikitable"
! Enchant Slot !! Possible Enchants
! Enchantment !! Effect !! Rarity
|-
|-
| 1st Slot || STR+1 to +4, AGI+1 to +4, etc.
| Fatal || +Critical damage% || Rare
|-
|-
| 2nd Slot || ATK+1%, MATK+1%, ASPD+1, etc.
| Casting || -Variable cast time% || Rare
|-
|-
| 3rd Slot || Expert Archer, Fighting Spirit, Spell, etc.
| Delay After Skill || -After-cast delay% || Very Rare
|-
| HP Recovery || +HP Recovery% || Uncommon
|-
| SP Recovery || +SP Recovery% || Uncommon
|}
|}


=== Mora Equipment ===
== Instance-Specific Enchantments ==
 
=== Temporal Boots (Old Glast Heim) ===


Equipment from Mora Village:
The {{Item|22006|Temporal Boots}} series can receive powerful enchantments:


{| class="wikitable"
{| class="wikitable"
! Enchant Type !! Effect
! Enchant Slot !! Available Enchantments
|-
|-
| STR/AGI/VIT/INT/DEX/LUK || +1 to +4 of the stat
| Slot 1 || Fighting Spirit, Expert Archer, Spell, HP%, SP%
|-
|-
| ATK/MATK || Flat damage bonus
| Slot 2 || STR+1~4, AGI+1~4, VIT+1~4, INT+1~4, DEX+1~4, LUK+1~4
|-
|-
| HP/SP || Resource bonuses
| Slot 3 || Bear Power, Hawk Eye, Lucky Day, Muscle Fool, etc.
|}
|}


== Enchant Process ==
Special combos available:
* '''Bear Power (3x STR)''' — +20 ATK per 3 refine
* '''Hawk Eye (3x DEX)''' — +2% ranged damage per 3 refine
* '''Lucky Day (3x LUK)''' — +3 Critical per 3 refine
 
=== Fallen Angel Wings ===


=== Standard Enchanting ===
Fallen Angel Wings have 3 enchantment slots:


# Talk to the appropriate '''Enchant NPC'''
{| class="wikitable"
# Select the equipment to enchant
! Slot !! Available Enchantments
# Pay the required '''materials''' and/or '''zeny'''
|-
# Receive a '''random enchant''' from the pool
| Slot 1 || STR+1~4, AGI+1~4, VIT+1~4, INT+1~4, DEX+1~4, LUK+1~4
|-
| Slot 2 || ATK%, MATK%, ASPD, Ranged%, Critical
|-
| Slot 3 || Expert Archer, Fighting Spirit, Spell, Sharp, Fatal
|}


{{Important|Most enchantments are random! You may not get the enchant you want on the first try.}}
=== Mora Equipment ===


=== Re-enchanting ===
Mora equipment from Eclage can be enchanted:


To change an existing enchant:
* '''Mora Boots'''
# Talk to the same NPC
* '''Mora Manteau'''
# Select "Reset" or "Re-enchant" option
* '''Mora Accessories'''
# Pay the fee (usually lower than initial enchant)
# Old enchant is removed and new random enchant is applied


=== Guaranteed Enchants ===
== Enchantment Costs ==


Some systems offer guaranteed specific enchants:
Costs vary by equipment type and enchantment NPC:
* Usually requires special materials or currency
* More expensive but eliminates RNG
* Check with NPCs for availability


== Enchant Costs ==
{| class="wikitable"
! Equipment Tier !! Initial Cost !! Re-enchant Cost
|-
| Basic || 10,000 - 50,000z || 50-75% of initial
|-
| Mid-tier || 100,000 - 500,000z || 50-75% of initial
|-
| High-tier || 500,000z+ || 50-75% of initial
|}


Costs vary significantly by equipment:
=== Common Materials ===


{| class="wikitable"
{| class="wikitable"
! Equipment Tier !! Typical Cost !! Notes
! Material !! Used For
|-
|-
| Basic Equipment || 10,000 - 100,000z || Low-level gear
| {{Item|6635|Blacksmith Blessing}} || Some high-tier enchants
|-
|-
| Mid-tier Equipment || 100,000 - 500,000z || Instance drops
| {{Item|6909|Purified Parts}} || Instance equipment
|-
|-
| High-tier Equipment || 500,000z+ || Endgame gear
| Mora Coins || Mora equipment
|-
|-
| Re-enchant || Usually 50-75% of initial cost || For re-rolling
| Cat Hand Coins || Cat-themed equipment
|}
|}


Materials commonly required:
== Enchantment NPCs ==
* '''BSB (Broken Steel Piece)''' — Instance materials
 
* '''Purified Parts''' — From specific monsters
{| class="wikitable"
* '''Mora Coins''' — Mora Village currency
! NPC !! Location !! Equipment Types
* '''Cat Hand Coins''' — Malangdo currency
|-
| Malangdo Enchanter || Malangdo (220, 158) || Temporal equipment, accessories
|-
| Mora Enchanter || Mora || Mora equipment
|-
| Heaven Enchanter || <code>@go main</code> || Various (check NPC)
|-
| Glast Heim NPC || Old Glast Heim || Temporal Boots series
|}


== Popular Enchant Builds ==
== Recommended Enchantments by Build ==


=== Physical DPS ===
=== Physical DPS ===


Prioritize:
{| class="wikitable"
* '''Fighting Spirit''' — Flat ATK boost
! Priority !! Enchantment
* '''Expert Archer''' — For ranged classes
|-
* '''Bear's Might''' — STR bonus
| 1 || Fighting Spirit (highest level)
* '''ATK%''' — Percentage damage increase
|-
| 2 || ATK%
|-
| 3 || STR or DEX
|-
| 4 || Sharp/Fatal (Critical builds)
|}


=== Magic DPS ===
=== Magic DPS ===


Prioritize:
{| class="wikitable"
* '''Spell''' — MATK bonus
! Priority !! Enchantment
* '''INT+''' — Higher INT
|-
* '''MATK%''' — Percentage magic damage
| 1 || Spell (highest level)
* '''After Cast Delay''' — Faster skill spam
|-
| 2 || MATK%
|-
| 3 || INT
|-
| 4 || Casting (if available)
|}


=== Support/Tank ===
=== Ranged DPS ===


Prioritize:
{| class="wikitable"
* '''Vital''' — Max HP
! Priority !! Enchantment
* '''HP%''' — Percentage HP increase
|-
* '''DEF/MDEF''' — Damage reduction
| 1 || Expert Archer
* '''Speed''' — Faster cooldowns
|-
| 2 || DEX
|-
| 3 || Ranged ATK%
|-
| 4 || AGI (for ASPD)
|}


== Enchant Locations ==
=== Support / Tank ===
 
=== Main NPCs ===


{| class="wikitable"
{| class="wikitable"
! Location !! NPC !! Specializes In
! Priority !! Enchantment
|-
|-
| Malangdo || Cat NPC (Malangdo 220, 158) || General enchants, Temporal gear
| 1 || Vital (Max HP%)
|-
|-
| Mora || Laphine NPC || Mora equipment, Spirit enchants
| 2 || VIT
|-
|-
| Prontera || Enchant NPC || Basic stat enchants
| 3 || HP Recovery
|-
|-
| Heaven (Main Office) || Various || Check <code>@go main</code>
| 4 || DEX (for cast time)
|}
|}


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{{Tip|
{{Tip|
* '''Research first''' — Know what enchants are possible before spending
* '''Research first''' — Know what enchantments are possible before spending zeny
* '''Budget for RNG''' — Plan to enchant multiple times for optimal results
* '''Set a budget''' — Enchanting can be expensive if you're aiming for perfect rolls
* '''Prioritize impact''' — Focus on enchants that matter most for your build
* '''Prioritize key gear''' — Enchant your most-used equipment first
* '''Check class guides''' — Specific builds have specific optimal enchants
* '''Consider "good enough"''' — Perfect enchants are rare; functional ones are often sufficient
* '''Save materials''' — Farm enchant materials while doing content
* '''Save materials''' — Some enchants require rare materials that should be farmed in advance
}}
}}


{{Warning|Some enchant systems have a chance to destroy or reset your equipment. Always check the NPC dialogue carefully!}}
{{Warning|Some enchantment NPCs have a chance to FAIL and reset all enchantments. Always check the NPC's rules!}}


== Enchant vs Card vs Refine ==
== Enchantment vs. Cards ==


{| class="wikitable"
{| class="wikitable"
! System !! What It Does !! Can Be Changed?
! Aspect !! Enchantment !! Cards
|-
|-
| '''Enchantment''' || Adds stats to enchant slots || Yes (re-enchant)
| Slots || Separate enchant slots || Card slots [1-4]
|-
|-
| '''Cards''' || Adds effects to card slots || Difficult (card removal)
| Removal || Re-enchant (new random) || Card Remover NPC
|-
|-
| '''Refinement''' || Increases base stats (+ATK/DEF) || Yes (can go higher)
| Cost || Zeny + materials || Card value + removal fee
|-
| Flexibility || Can re-roll || Permanent until removed
|-
| Bonuses || Often % based || Usually flat or race/element
|}
|}
All three systems stack! Fully optimized equipment has:
* High refinement
* Good cards
* Optimal enchants


== See Also ==
== See Also ==


* [[Card_System]] — Card slot mechanics
* [[Refinement]] — Upgrading equipment stats
* [[Socket_Enchant]] — Adding card slots
* [[Socket_Enchant]] — Adding card slots
* [[Refinement]] — Equipment refinement
* [[Card_System]] — How cards work
* [[Game_Mechanics]] — Core game systems


[[Category:Game Systems]]
[[Category:Game Systems]]
[[Category:Equipment]]
[[Category:Equipment]]

Revision as of 03:20, 25 December 2025

Enchantment is a system that adds stat bonuses to special equipment slots separate from card slots. Unlike cards, enchantments can often be re-rolled for different bonuses.

Overview

Enchantment provides:

  • Stat bonuses — STR, AGI, VIT, INT, DEX, LUK increases
  • Special effects — ATK%, MATK%, ASPD, Critical bonuses
  • Build customization — Tailor equipment to your playstyle
  • Re-rollable — Change enchantments if you don't like the result

â„šī¸ Note: Enchantment slots are separate from card slots. You can have both cards AND enchantments on the same equipment.

How Enchanting Works

  1. Find an Enchantment NPC that handles your equipment type
  2. Pay the required materials and zeny
  3. Receive a random enchantment on your equipment
  4. If unsatisfied, you can re-enchant (usually at reduced cost)

âš ī¸ Warning: Re-enchanting replaces your current enchantment with a new random one. The old enchantment is lost!

Types of Enchantments

Stat Enchantments

Enchantment Effect Typical Range
STR +STR +1 to +4
AGI +AGI +1 to +4
VIT +VIT +1 to +4
INT +INT +1 to +4
DEX +DEX +1 to +4
LUK +LUK +1 to +4

Combat Enchantments

Enchantment Effect
Fighting Spirit +ATK based on level (physical melee/ranged)
Expert Archer +Ranged ATK%
Spell +MATK based on level
Sharp +Critical rate
Lucky Day +Critical rate (alternative)
Vital +Max HP%
Speed +ASPD

Special Enchantments

Some equipment can receive rare special enchantments:

Enchantment Effect Rarity
Fatal +Critical damage% Rare
Casting -Variable cast time% Rare
Delay After Skill -After-cast delay% Very Rare
HP Recovery +HP Recovery% Uncommon
SP Recovery +SP Recovery% Uncommon

Instance-Specific Enchantments

Temporal Boots (Old Glast Heim)

The 22006.png Temporal Boots (#22006) series can receive powerful enchantments:

Enchant Slot Available Enchantments
Slot 1 Fighting Spirit, Expert Archer, Spell, HP%, SP%
Slot 2 STR+1~4, AGI+1~4, VIT+1~4, INT+1~4, DEX+1~4, LUK+1~4
Slot 3 Bear Power, Hawk Eye, Lucky Day, Muscle Fool, etc.

Special combos available:

  • Bear Power (3x STR) — +20 ATK per 3 refine
  • Hawk Eye (3x DEX) — +2% ranged damage per 3 refine
  • Lucky Day (3x LUK) — +3 Critical per 3 refine

Fallen Angel Wings

Fallen Angel Wings have 3 enchantment slots:

Slot Available Enchantments
Slot 1 STR+1~4, AGI+1~4, VIT+1~4, INT+1~4, DEX+1~4, LUK+1~4
Slot 2 ATK%, MATK%, ASPD, Ranged%, Critical
Slot 3 Expert Archer, Fighting Spirit, Spell, Sharp, Fatal

Mora Equipment

Mora equipment from Eclage can be enchanted:

  • Mora Boots
  • Mora Manteau
  • Mora Accessories

Enchantment Costs

Costs vary by equipment type and enchantment NPC:

Equipment Tier Initial Cost Re-enchant Cost
Basic 10,000 - 50,000z 50-75% of initial
Mid-tier 100,000 - 500,000z 50-75% of initial
High-tier 500,000z+ 50-75% of initial

Common Materials

Material Used For
6635.png Blacksmith Blessing (#6635) Some high-tier enchants
6909.png Purified Parts (#6909) Instance equipment
Mora Coins Mora equipment
Cat Hand Coins Cat-themed equipment

Enchantment NPCs

NPC Location Equipment Types
Malangdo Enchanter Malangdo (220, 158) Temporal equipment, accessories
Mora Enchanter Mora Mora equipment
Heaven Enchanter @go main Various (check NPC)
Glast Heim NPC Old Glast Heim Temporal Boots series

Recommended Enchantments by Build

Physical DPS

Priority Enchantment
1 Fighting Spirit (highest level)
2 ATK%
3 STR or DEX
4 Sharp/Fatal (Critical builds)

Magic DPS

Priority Enchantment
1 Spell (highest level)
2 MATK%
3 INT
4 Casting (if available)

Ranged DPS

Priority Enchantment
1 Expert Archer
2 DEX
3 Ranged ATK%
4 AGI (for ASPD)

Support / Tank

Priority Enchantment
1 Vital (Max HP%)
2 VIT
3 HP Recovery
4 DEX (for cast time)

Tips for Enchanting

💡 Tip:

  • Research first — Know what enchantments are possible before spending zeny
  • Set a budget — Enchanting can be expensive if you're aiming for perfect rolls
  • Prioritize key gear — Enchant your most-used equipment first
  • Consider "good enough" — Perfect enchants are rare; functional ones are often sufficient
  • Save materials — Some enchants require rare materials that should be farmed in advance

âš ī¸ Warning: Some enchantment NPCs have a chance to FAIL and reset all enchantments. Always check the NPC's rules!

Enchantment vs. Cards

Aspect Enchantment Cards
Slots Separate enchant slots Card slots [1-4]
Removal Re-enchant (new random) Card Remover NPC
Cost Zeny + materials Card value + removal fee
Flexibility Can re-roll Permanent until removed
Bonuses Often % based Usually flat or race/element

See Also