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 β STR, AGI, VIT, INT, DEX, LUK increases
- Special effects β ATK%, MATK%, ASPD, Critical bonuses
- Build customization β Tailor equipment to your playstyle
- Re-rollable β Change enchantments if you don't like the result
βΉοΈ 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)
β οΈ 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
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) β +20 ATK per 3 refine
- Hawk Eye (3x DEX) β +2% ranged damage per 3 refine
- Lucky Day (3x LUK) β +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
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
- Research first β Know what enchantments are possible before spending zeny
- Set a budget β Enchanting can be expensive if you're aiming for perfect rolls
- Prioritize key gear β Enchant your most-used equipment first
- Consider "good enough" β Perfect enchants are rare; functional ones are often sufficient
- Save materials β Some enchants require rare materials that should be farmed in advance
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