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
| Material | Used For |
|---|---|
| Some high-tier enchants | |
| 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
π‘ Tip:
- 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
β οΈ 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
- Refinement β Upgrading equipment stats
- Socket_Enchant β Adding card slots
- Card_System β How cards work