Contents
Enchantment process
- To enchant items, you need an enchantment scroll for weapon or armor, accordingly, of the corresponding grade, and the item Grade D ~ R110, which is to be modified.
- To open the enchantment interface, right-click the enchantment scroll in your inventory.
- In the interface you'll see enchantment scrolls in the left slot, and you need to drag the item you want to modify from your inventory into the right slot
- Weapon and armor enchantment is safe up to +3, for whole armor – up to +4.
- Press the "Start" button to start.
- After you've pressed it for the first time, it'll be replaced with "Continue". The "Continue" button will place into the slot the same items you used before.
- The "Close" button will close the interface with no changes.
- If your enchantment is successful, the item will get one enchantment level, and before its title you'll see a number showing the enchantment level, like "+4".
- If enchantment fails, the items falls into crystals of the same grade as the item.
Item Enchanting
- Mid-level and rare items can be enchanted with "Scroll: Enchant Weapon" and "Scroll: Enchant Armor".
- There are separate Enchant Scrolls for each grade.
- Common items, shadow items and no-grade items cannot be enchanted.
- Enchantment is safe up to +3, for whole armor – up to +4.
- When your weapon is enchanted, Soulshots/Spiritshots have an additional damage bonus of +0.7% for each enchantment level.
- Weapon modified to +4 starts glowing, the higher is the level of enchantment, the brighter is the glowing - up to bright red (see below).
- You can have better chances of successful enchantment if you buy special items in the Game Shop (see below).
Enchantment level |
Grade | Phys. Attack increase (for weapon) |
M. Attack increase (for weapon) |
P. Defence increase (for armor/shirts/belts/shields) |
M. Defence increase (for accessories) | |
---|---|---|---|---|---|---|
1 - 3 (up to 4 for whole armor) after enchantment by 4 and higher the increase is 2 times bigger, for armor and accessories it's 3 times bigger. |
Grade D | bows | 4 | 2 | 1 | 1 |
other weapon | 2 | |||||
Grade С | one-handed sword one-handed blunt dagger spear |
3 | 3 | 1 | 1 | |
two-handed sword two-handed blunt dual swords fists |
4 | |||||
bows | 6 | |||||
Grade B | one-handed sword one-handed blunt dagger spear |
3 | 3 | 1 | 1 | |
two-handed sword two-handed blunt dual swords fists |
4 | |||||
bows | 6 | |||||
Grade A | one-handed sword one-handed blunt dagger spear |
4 | 3 | 1 | 1 | |
two-handed sword two-handed blunt dual swords fists |
5 | |||||
bows | 8 | |||||
Grade S | one-handed sword one-handed blunt dagger spear |
5 | 4 | 1 | 1 | |
two-handed sword two-handed blunt dual swords fists |
6 | |||||
bows | 10 | |||||
Grade R | one-handed sword one-handed blunt dagger spear |
6 | 5 | 2 | 2 | |
two-handed sword two-handed blunt dual swords fists |
7 | |||||
bows | 12 |
If enchantment fails, the item falls into crystals. The amount of crystals depends on the enchantment level of the broken item.
Blessed Enchantment Scrolls have the same effect as ordinary Enchantment Scrolls, however, if you use a Blessed Scroll and the enchantment fails, the item doesn’t fall into crystals, but its enchantment level is reset to 0.
If armor, belts and shirts are modified by 4 or higher, they give a small bonus – max. HP level is increased.
The message about successful enchantment can be seen by all players on the server. It’s displayed in the center of the screen for 5 seconds. The message contains the character name. Terms of the message display:
- Weapon enchantment to +15 and above.
- Armor and accessory enchantment to +10 and above.
Armor sets enchantment
Usual armor set effect is increased if each item of the set is modified by +6 or higher.
Armor grade | Heavy Armor | Light Armor | Magic armor |
---|---|---|---|
Grade D | P. Def. +25 МР Regeneration +2.0 |
Evasion+2 M. Def. +12 |
P. Def. + 16 Weight limit +30% |
Grade C | P. Def. +38 МР Regeneration +2.0 |
Evasion+2 M. Def. +20 |
P. Def. + 24 Weight limit +30% |
Grade B | P. Def. +44 МР Regeneration +2.0 |
Evasion+2 M. Def. +24 |
P. Def. + 28 Weight limit +30% |
Grade A | P. Def. +50 МР Regeneration +2.0 |
Evasion+2 M. Def. +28 |
P. Def. + 32 Weight limit +30% |
Grade S and above |
P. Def. +56 МР Regeneration +2.0 |
Evasion+2 M. Def. +32 |
P. Def. + 36 Weight limit +30% |
Grade R and above |
P. Def. +89 МР Regeneration +2.0 |
Evasion+2 M. Def. +55 |
P. Def. + 44 Weight limit +30% |
Additional Grade R bonuses
- Enchanted "Bounds" and "Common" items Grade R increase their characteristics.
- If "Blessed" items are enchanted, their characteristics increase better than those of "Bound" and "Common" items.
- They get additional characteristics, same as for enchantment by +4:
Item type +4 enchantment effect Dagger Critical Damage +844. Sword Accuracy +2, Critical Rate +27. Two-handed sword P. Atk. +96. One-handed blunt Accuracy +3, Critical Damage +338. Fists P. Atk. +18, Atk. Speed +3.4%. Spear Allows you to attack more opponents at the same time. Bow P. Skill Power +338. Crossbow Atk. Speed +3.1%. Magical one-handed sword M. Crit. Rate +2%, M. Accuracy +2 Magical one-handed blunt M. Crit. Damage +381, M. Accuracy +2 Magical two-handed blunt M. Atk. +44, M. Crit. Atk. +381, Atk. Speed +1%. Dual Sword P. Atk. +18, Critical Rate +27. Dual daggers P. Atk. +18, Critical Atk. +506. Dual blunts P. Atk. +54, P. Skill Power +118. Heavy armor (upper) P. Def. +34, Crit. Damage -4.3%. Light armor (upper) P. Evasion +2, Speed +3, decrease of a chance of receiving P. Critical Hit +5. Decreases damage received from a critical Atk. -3.4%. Robe (upper) M. Evasion +3, Mental Attack Resistance +9. Critical Damage Decrease+2.1%, Crit. Atk. resistance -1.7%.
Enchantment of armor Grade R
- For Grade R and above armor enchantment is changed to give more useful effects.
- Each armor part when enchanted by +4 and above with increase different characteristics of your character: the higher the level, the better the effect.
Armor part Increases
characteristics+4 +5 +6 +7 +8 +9 +10 Helmet Increases P. Evasion / and M. Evasion 0.20 / 0.20 0.40 / 0.40 0.60 / 0.60 1.00 / 1.00 1.40 / 1.40 1.80 / 1.80 2.20 / 2.20 Blessed Helmet 0.30 / 0.30 0.60 / 0.60 0.90 / 0.90 1.50 / 1.50 2.10 / 2.10 2.70 / 2.70 3.30 / 3.30 Upper armor Increases P. Atk. / and M. Atk. 2.0 / 1.40 4.0 / 2.80 6.0 / 4.20 10.00 / 7.00 14.00 / 9.80 18.00 / 12.60 22.00 / 15.40 Blessed Upper armor 3.0 / 2.0 6.0 / 4.0 9.0 / 6.0 15.00 / 10.00 21.00 / 14.00 27.00 / 18.00 33.00 / 22.00 Lower armor Increases P. Critical Rate. Atk. / M. Crit. 0.34 / 0.34 0.68 / 0.68 1.02 / 1.02 1.70 / 1.70 2.38 / 2.38 3.06 / 3.06 3.74 / 3.74 Blessed Lower armor 0.50 / 0.50 1.0 / 1.0 1.50 / 1.50 2.50 / 2.50 3.50 / 3.50 4.50 / 4.50 5.50 / 5.50 Gloves Increases P. Accuracy / M. Accuracy 0.20 / 0.20 0.40 / 0.40 0.60 / 0.60 1.00 / 1.00 1.40 / 1.40 1.80 / 1.80 2.20 / 2.20 Blessed Gloves 0.30 / 0.30 0.60 / 0.60 0.90 / 0.90 1.50 / 1.50 2.10 / 2.10 2.70 / 2.70 3.30 / 3.30 Boots Increases speed. 0.60 1.20 1.80 3.00 4.20 5.40 6.60 Blessed Boots 1.0 2.0 3.0 5.00 7.00 9.00 11.00 - Additional effects for enchanted items Grade R/R95/R99 are added
Enchant lvl Armor type Effect +6 Heavy Armor Increased characteristics. P. Def. +93, MP Recovery Bonus +32. Light Armor Increased characteristics. M. Def. +55, P. Evasion +2, MP restoration bonus when sitting/standing +8, Debuff resistance +10%. Robe Increased characteristics. P. Def. +60, MP restoration bonus when sitting/standing +8, weight limit +30%, Cooldown -3%. +7 Heavy Armor Increased characteristics. P. Def. +93, MP restoration bonus MP +32, MP Consumption for phys. skills -7%. Light Armor Increased characteristics. M. Def. +55, P. Evasion +2, MP restoration bonus when sitting/standing +8, Debuff resistance +10%, Skill Mastery rate +14%, chance to restore HP by 4% from the damage. Robe Increased characteristics. Max. HP +4890, P. Def. +60, MP restoration bonus when sitting/standing +8, weight limit +30%, Cooldown -3%. +8 Heavy Armor Increased characteristics. P. Def. +93, MP Recovery Bonus +32., addl P. Def. +11%, P. Skill MP Consumption - 7% Chance of reflecting a debuff. Light Armor Increased characteristics. M. Def. +55, P. Evasion +2, Speed +7, MP restoration bonus when sitting/standing +8, Debuff resistance +10%, Skill Mastery rate +14%. Cooldown -10. Chance to restore HP by 4% from the damage. Robe Increased characteristics. Max. HP +4890, P. Def. +60, MP restoration bonus when sitting/standing +8, weight limit +30%, Cooldown -3%, debuff resistance +11%, weight limit +30%, Skill Cooldown -3%, Dagger/Dual Dagger/Bow/Crossbow Resistance 10%. +9 Heavy Armor Increased characteristics. P. Def. +93, MP Recovery Bonus +32, addl P. Def. +11%, MP Consumption of physical skills -7%. Reflects debuffs with a certain rate. Damage Resistance +10%, Damage Reflect Resistance +10% Light Armor Increased characteristics. M. Def. +55, P. Evasion +2, Speed +7, Sit/Stand state MP Recovery Bonus +8, Debuff resistance +10%, Skill Mastery rate +14%. Cooldown -10. Сhance of restoring 4% of damage as HP. Damage Resistance +10%, Damage Reflect Resistance +10%. Robe Increased characteristics. Max. HP +4890, P. Def. +60, Sit/Stand state MP Recovery Bonus +8, Debuff resistance +11%, weight limit +30%, Cooldown -3%, Dagger/Dual Dagger/Bow/Crossbow Resistance 10%, Damage Resistance +10%, Damage Reflect Resistance +10%. +10 Heavy Armor Increased characteristics. P. Def. +93, MP Recovery Bonus +32, addl P. Def. +11%, MP Consumption of physical skills -7%. Reflects debuffs with a certain rate. Damage Resistance +10%, Damage Reflect Resistance +10%, P. Def +10%, CHA +1, LUC+1. Light Armor Increased characteristics. M. Def. +55, P. Evasion +2, Speed +7, Sit/Stand state MP Recovery Bonus +8, Debuff resistance +10%, Skill Mastery rate +14%. Cooldown -10. Сhance of restoring 4% of damage as HP. Damage Resistance +10%, Damage Reflect Resistance +10%, P. Def +10%, CHA +1, LUC+1. Robe Increased characteristics. Max. HP +4890, P. Def. +60, Sit/Stand state MP Recovery Bonus +8, Debuff resistance +11%, weight limit +30%, Cooldown -3%, Dagger/Dual Dagger/Bow/Crossbow Resistance 10%, Damage Resistance +10%, Damage Reflect Resistance +10%, P. Def +10%, CHA +1, LUC+1.
- Visual effects for sets are added
- When all the set items are modified by +6, there's silver shining around the armor.
- When all the set items are modified by +8, there's golden shining around the armor.
- When all the set items are modified by +10, there's blue shining around the armor.
No enchantment | +6 | +8 | +10 |
---|---|---|---|
НР increase from armor enchantment
Any armor modified +4 or higher gives bonus to Max.HP:
- Common and rare armor give the same bonus.
- Sealed and unsealed armor give the same bonus.
- HP bonus of armor is predefined and doesn’t depend on buffs and other modificators.
- Armor S80 and S84 is equal to S armor.
- Accessories don’t give any bonus to Max.HP:
Grade/type of armor | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
---|---|---|---|---|---|---|---|
D grade / Armor | 9 | 26 | 52 | 86 | 130 | 181 | 242 |
D grade / Whole armor | 13 | 39 | 78 | 129 | 195 | 271 | 363 |
C grade / Armor | 12 | 36 | 71 | 118 | 178 | 249 | 332 |
C grade / Whole armor | 18 | 54 | 106 | 177 | 267 | 373 | 498 |
B grade / Armor | 14 | 42 | 84 | 139 | 209 | 293 | 390 |
B grade / Whole armor | 21 | 63 | 126 | 208 | 313 | 439 | 585 |
A grade / Armor | 16 | 47 | 94 | 157 | 235 | 329 | 439 |
A grade / Whole armor | 24 | 70 | 141 | 235 | 352 | 493 | 658 |
S grade / Armor | 17 | 52 | 104 | 173 | 259 | 363 | 484 |
S grade / Whole armor | 25 | 78 | 156 | 259 | 388 | 544 | 726 |
R grade / Armor | 32 | 64 | 160 | ||||
R95 grade / Armor | 35 | 70 | 175 | ||||
R99 grade / Armor | 38 | 76 | 190 |
How item enchantment is visualized
List of enchant scrolls
Go to the item page to see how to obtain the item.
Item | Description |
---|---|
Scroll: Enchant A-grade Armor | Increases P. Def. by 1 for A-grade armor and accessories. When enchanted to +4 or higher, increases P. Def. by 3. Can be safely enchanted up to +3. For one-piece armor, it can be safely enchanted up to +4. HP is gradually increased with each enchant value when enchanted to +4 or higher. Cannot be used on armor or accessories enchanted to +30 or higher. |
Scroll: Enchant A-grade Weapon | For A-grade weapons
P. Atk. +4 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +5 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +8 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is safe up to +3. Cannot be used for weapons enchanted to +30 or higher. |
Scroll: Enchant B-grade Armor | For B-grade armor and accessories
P. Def. +1 When enchanted to +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for ordinary armor and up to +4 for one-piece armor. Cannot be used with equipment enchanted to +30 or higher. |
Scroll: Enchant B-grade Weapon | For B-grade weapons
P. Atk. +3 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +4 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +6 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is safe up to +3. Cannot be used for weapons enchanted to +30 or higher. |
Scroll: Enchant C-grade Armor | For C-grade armor and accessories
P. Def. +1 When enchanted to +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for ordinary armor and up to +4 for one-piece armor. Cannot be used with equipment enchanted to +30 or higher. |
Scroll: Enchant C-grade Weapon | For C-grade weapons
P. Atk. +3 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +4 for two-handed swords/ blunts/ staffs, dual daggers/ swords, fists P. Atk. +6 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. is doubled. The enchanting is safe up to +3. Cannot be used with weapons enchanted to +30 and higher. |
Scroll: Enchant D-grade Armor | For D-grade armor and accessories
P. Def. +1 When enchanted to +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for ordinary armor and up to +4 for one-piece armor. Cannot be used with equipment enchanted to +30 or higher. |
Scroll: Enchant D-grade Weapon | P. Atk. +2 for one-handed swords/ blunts/ staffs, daggers, spears, two-handed swords/ blunts/ staffs, dual daggers, dual swords, and fist weapons. P. Atk. +4 for bows. M. Atk. +2 for all weapons. When enchanted to +4 and higher, P./ M. Atk. doubles.
Cannot be used on weapons enchanted to +30 and higher. |
Scroll: Enchant R-grade Armor | When enchanted, P. Def. +2 for R-grade armor and accessories. When enchanted to +4 or higher, P. Def. is greatly increased. Can be safely enchanted to +3. When enchanted to +4 or higher, HP is increased according to the enchant value. Cannot be used on armor or accessories above +30. |
Scroll: Enchant R-grade Weapon | For R-grade weapons
P. Atk. +6 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +7 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists, crossbows P. Atk. +12 for bows M. Atk. +5 for all weapons Starting from +4, P./ M. Atk. bonus is greatly increased (more so in case of blessed weapons). Cannot be used for weapons enchanted to +30 or higher. |
Scroll: Enchant S-grade Armor | For S-grade armor and accessories
P. Def. +1 Starting from +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for common armor and +4 for one-piece armor. Cannot be used with equipment enchanted to +30 and higher. |
Scroll: Enchant S-grade Weapon | For S-grade weapons
P. Atk. +5 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +6 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +10 for bows M. Atk. +4 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. Cannot be used for weapons enchanted to +30 or higher. |
Item | Description |
---|---|
Blessed Scroll: Enchant A-grade Armor | For A-grade armor and accessories
P. Def. +1 When enchanted to +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for ordinary armor and up to +4 for one-piece armor. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used with equipment enchanted to +30 or higher. |
Blessed Scroll: Enchant A-grade Weapon | For A-grade weapons
P. Atk. +4 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +5 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +8 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used for weapons enchanted to +30 or higher. |
Blessed Scroll: Enchant B-grade Armor | For B-grade armor and accessories
P. Def. +1 When enchanted to +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for ordinary armor and up to +4 for one-piece armor. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used with equipment enchanted to +30 or higher. |
Blessed Scroll: Enchant B-grade Weapon | For B-grade weapons
P. Atk. +3 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +4 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +6 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used for weapons enchanted to +30 or higher. |
Blessed Scroll: Enchant C-grade Armor | For C-grade armor and accessories
P. Def. +1 When enchanted to +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for ordinary armor and up to +4 for one-piece armor. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used with equipment enchanted to +30 or higher. |
Blessed Scroll: Enchant C-grade Weapon | For C-grade weapons
P. Atk. +3 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +4 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +6 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used for weapons enchanted to +30 or higher. |
Blessed Scroll: Enchant D-grade Armor | For D-grade armor and accessories
P. Def. +1 Starting from +4, P. Def. +3, Max HP is increased with each enchant value. The enchanting is safe up to +3 for common armor and +4 for one-piece armor. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used with equipment enchanted to +30 and higher. |
Blessed Scroll: Enchant D-grade Weapon | P. Atk. +2 for one-handed swords/ blunts/ staffs, daggers, spears, two-handed swords/ blunts/ staffs, dual daggers, dual swords, and fist weapons. P. Atk. +4 for bows. M. Atk. +2 for all weapons. When enchanted to +4 and higher, P./ M. Atk. doubles. In case of failure the item does not disappear, but its enchant value resets to 0.
Cannot be used on weapons enchanted to +30 and higher. |
Blessed Scroll: Enchant R-grade Armor | For R-grade armor and accessories
P. Def. +2 When enchanted to +4, P. Def. is greatly increased, HP is increased with each enchant value. The enchanting is safe up to +3. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used with equipment enchanted to +30 or higher. |
Blessed Scroll: Enchant R-grade Weapon | For R-grade weapons
P. Atk. +6 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +7 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +12 for bows M. Atk. +5 for all weapons Starting from +4, P./ M. Atk. bonus is greatly increased (more so in case of blessed weapons). In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used for weapons enchanted to +30 or higher. |
Blessed Scroll: Enchant S-grade Armor | For S-grade armor and accessories
P. Def. +1 Starting from +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for common armor and +4 for one-piece armor. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used with equipment enchanted to +30 and higher. |
Blessed Scroll: Enchant S-grade Weapon | For S-grade weapons
P. Atk. +5 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +6 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +10 for bows M. Atk. +4 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used for weapons enchanted to +30 or higher. |
Item | Description |
---|---|
Giant's Scroll: Enchant A-grade Armor | P. Def. +1 for A-grade armor and accessories, P. Def. +3 when enchanted to +4 or higher. Armor and accessories can be safely enchanted up to +3. One-piece armor can be safely enchanted up to +4. When armor is enchanted to +4 or above. HP also increases according to the enchant value. Armor and accessories are randomly enchanted between +1 and +3. Cannot be used on armor or accessories enchanted to +30 or higher. |
Giant's Scroll: Enchant A-grade Weapon | For A-grade weapons
P. Atk. +4 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +5 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +8 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is random from +1 to +3. Cannot be used for weapons enchanted to +30 or higher. |
Giant's Scroll: Enchant R-grade Armor | For R-grade armor and accessories
P. Def. +2 Starting from +4, P. Def. is greatly increased, Max HP is increased with each enchant value. The enchanting is safe up to +3. The enchanting is random from +1 to +3. |
Giant's Scroll: Enchant R-grade Weapon | For R-grade weapons
P. Atk. +6 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +7 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists, crossbows P. Atk. +12 for bows M. Atk. +5 for all weapons Starting from +4, P./ M. Atk. bonus is greatly increased (more so in case of blessed weapons). The enchanting is random from +1 to +3. Cannot be used for weapons enchanted to +30 or higher. |
Giant's Scroll: Enchant S-grade Armor | For S-grade armor and accessories
P. Def. +1 Starting from +4, P. Def. +3, Max HP is increased with each enchant value. The enchanting is random from +1 to +3. The enchanting is safe up to +3 for common armor and +4 for one-piece armor. Cannot be used for equipment enchanted to +30 or higher. |
Giant's Scroll: Enchant S-grade Weapon | For S-grade weapons
P. Atk. +5 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +6 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +10 for bows M. Atk. +4 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is random from +1 to +3. Cannot be used for weapons enchanted to +30 or higher. |
See also:
When you open some packages, you can get different unique enchant scrolls
Item | Description |
---|---|
Ancient Crystal: Enchant S-grade Armor | Enchant success rate +10%.
For S-grade armor and accessories P. Def. +1 Starting from +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe. Cannot be used for armor enchanted to +16 or higher. |
Ancient Crystal: Enchant S-grade Weapon | Enchant success rate +10%.
For S-grade weapons P. Atk. +5 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +6 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +10 for bows M. Atk. +4 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is safe. Cannot be used for weapons enchanted to +16 or higher. |
Blessed Scroll: Enchant C-grade Weapon | For C-grade weapons
P. Atk. +3 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +4 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +6 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. In case of failure the item is not crystallized, but its enchant value is reset to 0. Cannot be used for weapons enchanted to +30 or higher. |
Sacred Crystal: Enchant S-grade Armor | Enchant success rate: 100%.
For S-grade armor and accessories P. Def. +1 Starting from +4, P. Def. +3, HP is increased with each enchant value. The enchanting is safe up to +3 for common armor and +4 for one-piece armor. Cannot be used for weapons enchanted to +7 or higher. |
Sacred Crystal: Enchant S-grade Weapon | Enchant success rate: 100%.
For S-grade weapons P. Atk. +5 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +6 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +10 for bows M. Atk. +4 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. Cannot be used for common weapons enchanted to +12 or higher and for magical weapons enchanted to +7 or higher. |
Scroll: Enchant C-grade Armor | Enchant success rate +10%.
For C-grade armor. P. Def. +1. When enchanted to +4 and higher, P. Def. +3. Can be safely enchanted up to +3 (for ordinary armor) and up to +4 (for one-piece armor). Cannot be used on armor or accessories above +30. |
Scroll: Enchant C-grade Weapon | Enchant success rate +10%.
For C-grade weapons P. Atk. +3 for one-handed swords/ blunts/ staffs, daggers, spears P. Atk. +4 for two-handed swords/ blunts/ staffs, dual daggers, dual swords, fists P. Atk. +6 for bows M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is safe up to +3. Cannot be used for weapons enchanted to +30 or higher. |
Scroll: Enchant D-grade Armor | Enchant success rate +10%.
For D-grade armor. P. Def. +1. When enchanted to +4 and higher, P. Def. +3. Can be safely enchanted up to +3 (for ordinary armor) and up to +4 (for one-piece armor). Cannot be used on armor or accessories above +30. |
Scroll: Enchant D-grade Weapon | Enchant success rate +10%.
For D-grade weapons P. Atk. +4 for bows P. Atk. +2 for other weapons M. Atk. +3 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. The enchanting is safe up to +3. Cannot be used for weapons enchanted to +30 or higher. |
Item | Description |
---|---|
PA - Scroll: Enchant S-grade Weapon | Scroll to enchant the S-grade weapons for PA. Impossible to use for other weapons. |
PA Scroll: Enchant A-grade Weapon | Scroll to enchant the A-grade weapons for PA. Impossible to use for other weapons. |
PA Scroll: Enchant B-grade Weapon | Scroll to enchant the B-grade weapons for PA. Impossible to use for other weapons. |
PA Scroll: Enchant C-grade Weapon | Scroll to enchant the C-grade weapons for PA. Impossible to use for other weapons. |
PA Scroll: Enchant D-grade Weapon | Scroll to enchant the D-grade weapons for PA. Impossible to use for other weapons. |
PA Scroll: Enchant R-grade Weapon | Scroll to enchant the R-grade weapons for PA. Impossible to use for other weapons. |
See also:
Additional items for enchanting
There are special items to increase the chance of successful enchanting. There are also items which prevent the items falling into crystals if you fail.
- In order to increase the chances of successful enchantment, enchantment stones are used.
- There are stones for grade D ~ R.
- There are stones for weapon and armor.
- In order to increase the chances of successful enchantment, save cards are used.
- There are only save cards for grade R.
- There are save cards for weapon and armor.
- Upgrading becomes available at +3 enchantment and above, the additional slot for save cards and stones appears in the enchantment window.
- During upgrading you can use either a save card or a stone.
- Save cards and stones can only be used with certain enchant scrolls:
How to get additional items for enchanting
- There are several ways to get Enchant Stones:
- Purchase in Game Shop.
- Win in a game of Tarot Cards.
- Getting from the chests of Moe or Eeny.
- Purchase from special clan merchants.
- Create using Alchemy.
- Save cards: Royal Gold Save Ticket and Royal Black Save Ticket can be won in a game of Tarot Cards.
The process of enchanting with additional items
- Item enchanting requires the corresponding enchant scroll for weapon or armor, an item grade D ~ R110 to be enchanted, and additional items - save cards or lucky stones.
- The slot for additional items appears only for items enchanted by +3 and above.
- To open the enchantment interface, right-click the enchantment scroll in your inventory.
- In the interface you'll see enchantment scrolls in the left slot, and you need to drag the item you want to modify from your inventory into the right slot, and a lucky stone or a save card - to the lower slot.
- Press the "Start" button to start.
- After you've pressed it for the first time, it'll be replaced with "Continue". The "Continue" button will place into the slot the same items you used before.
- The "Cancel" button will close the interface with no changes.
- If you succeed:
- The item gets +1 to its enchantment level if you use lucky stones, Purple or Blue save cards.
- The item gets +1-3 to its enchantment level if you use Red, Black, White or Gold save cards.
- If your enchantment is successful, before the item title you'll see a number showing the enchantment level, like "+6".
- If you fail:
List of Enchance Stones and Save Cards
Warning!
Enchance stones increase enchantment chance by 66,6% from basic enchantment chance |
Item | Description |
---|---|
Lucky Enchant Stone: D-grade Weapon |
Enchant success rate +20% for D-grade weapons. Only for items enchanted between +3 and +9. |
Lucky Enchant Stone: C-grade Weapon |
Enchant success rate +18% for C-grade weapons. Only for items enchanted between +3 and +9. |
Lucky Enchant Stone: B-grade Weapon |
Enchant success rate +15% for B-grade weapons. Only for items enchanted between +3 and +9. |
Lucky Enchant Stone: A-grade Weapon |
Enchant success rate +12% for A-grade weapons. Only for items enchanted between +3 and +9. |
Lucky Enchant Stone: S-grade Weapon |
Enchant success rate +10% for S-grade weapons. Only for items enchanted between +3 and +9. |
Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +10% for R-grade weapons. Only for items enchanted between +3 and +9. |
High-grade Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +20% for R-grade weapons. Only for items enchanted between +3 and +9. Not usable on items enchanted +10 or above. |
Blessed Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +10% for R-grade weapons. Only for items enchanted between +3 and +9. Not for items enchanted to +10 or above. |
Blessed High-grade Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +20% for R-grade weapons. Only for items enchanted between +3 and +9. Not for items enchanted to +10 or above. |
Giant's Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +10% for R-grade weapons when using the Giant's Scroll: Enchant Weapon. Only for items enchanted between +3 and +9. |
Giant's Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +10% for weapon when using the Giant's Scroll: Enchant R-grade Weapon. Only for items enchanted between +3 and +9. |
Windy Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +20% for R-grade weapons when using the Giant's Scroll: Enchant Weapon. Only for items enchanted between +3 and +9. If enchanting fails, the item will not be crystallized but the enchant value will be reset to 0. |
Freya's Lucky Enchant Stone: R-grade Weapon |
Enchant success rate +20% for R-grade weapons when using Blessed Scroll: Enchant Weapon. Only for items enchanted between +3 and +15. If enchanting fails, the enchant value will drop by 1. |
Item | Description |
---|---|
Lucky Enchant Stone: D-grade Armor |
Enchant success rate +35% for D-grade armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. |
Lucky Enchant Stone: C-grade Armor |
Enchant success rate +27% for C-grade armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. |
Lucky Enchant Stone: B-grade Armor |
Enchant success rate +23% for B-grade armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. |
Lucky Enchant Stone: A-grade Armor |
Enchant success rate +18% for A-grade armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. |
Lucky Enchant Stone: S-grade Armor |
Enchant success rate +15% for S-grade armor. Only for items enchanted between +3 and +9 (from +4 to +9 for one-piece armor). |
Lucky Enchant Stone: R-grade Armor |
Enchant success rate +15% for R-grade armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. |
High-grade Lucky Enchant Stone: R-grade Armor |
Enchant success rate +30% for R-grade armor. Only for items enchanted between +3 and +9. Not usable on items enchanted +10 or above. |
Blessed Lucky Enchant Stone: R-grade Armor |
Enchant success rate +15% for R-grade armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. |
Blessed High-grade Lucky Enchant Stone: R-grade Armor |
Enchant success rate +30% for R-grade armor. Only for items enchanted between +3 and +9. One-piece armor must be enchanted between +4 and +9. |
Giant's Lucky Enchant Stone: R-grade Armor |
Success rate +15% for R-grade armor when using the Giant's Scroll: Enchant Armor. Only for items enchanted between +3 and +9. For one-piece armor, enchantment must be between +4 and +9. |
Giant's Lucky Enchant Stone: R-grade Armor |
Enchant success rate +15% for armor when using the Giant's Scroll: Enchant R-grade Armor. Only for items enchanted between +3 and +9. For one-piece armor, enchantment must be between +4 and +9. |
Windy Lucky Enchant Stone: R-grade Armor |
Enchant success rate +30% for R-grade armor when using the Giant's Scroll: Enchant Armor. Only for items enchanted between +3 and +9. For one-piece armor, enchant must be between +4 and +9. If enchanting fails, the item will not be crystallized but the enchant value will be reset to 0. |
Freya's Lucky Enchant Stone: R-grade Armor |
Enchant success rate +30% for R-grade armor when using Blessed Scroll: Enchant Armor. Only for items enchanted between +3 and +15. If enchanting fails, the enchant value will drop by 1. |
Item | Description |
---|---|
R-grade Blue Save Ticket |
Enchant success rate +10% for R-grade weapons with a normal enchant scroll. Only for items enchanted between +3 and +6. When enchanting fails, the item does not crystallize, but the existing enchant value is decreased by 3. |
R95-grade Blue Save Ticket |
Enchant success rate +10% for R95-grade weapons with a normal enchant scroll. Only for items enchanted between +3 and +6. A failed enchant drops the enchant value by 3 instead of crystallizing. |
R99-grade Blue Save Ticket |
Enchant success rate +10% for R99-grade weapons with a normal enchant scroll. Only for items enchanted between +3 and +6. A failed enchant drops the enchant value by 3 instead of crystallizing. |
Royal R-grade Blue Save Ticket |
Enchant success rate +10% for R-grade weapons with a normal enchant scroll. Only for items enchanted between +3 and +6. When enchanting fails, the item does not crystallize, but the existing enchant value is decreased by 3. |
Royal R95-grade Blue Save Ticket |
Enchant success rate +10% for R95-grade weapons with a normal enchant scroll. Only for items enchanted between +3 and +6. A failed enchant drops the enchant value by 1 instead of crystallizing. |
Royal R99-grade Blue Save Ticket |
Enchant success rate +10% for R99-grade weapons with a normal enchant scroll. Only for items enchanted between +3 and +6. A failed enchant drops the enchant value by 1 instead of crystallizing. |
R-grade Red Save Ticket |
Enchant success rate +10% for R-grade weapons with a normal enchant scroll. Only for items enchanted between +7 and +11. When enchanting succeeds, enchant value is increased randomly by 1-3. When enchanting fails, the item does not crystallize, but the existing enchant value is decreased by 3. |
R95-grade Red Save Ticket |
Enchant success rate +10% for R95-grade weapons with a normal enchant scroll. Only for items enchanted between +7 and +11. Randomly adds between +1 and +3 enchant value. A failed enchant drops the enchant value by 3 instead of crystallizing. |
R99-grade Red Save Ticket |
Enchant success rate +10% for R99-grade weapons with a normal enchant scroll. Only for items enchanted between +7 and +11. Randomly adds between +1 and +3 enchant value. A failed enchant drops the enchant value by 3 instead of crystallizing. |
Royal R-grade Red Save Ticket |
Enchant success rate +10% for R-grade weapons with a normal enchant scroll. Only for items enchanted between +7 and +11. When enchanting succeeds, enchant value is increased randomly by 1-3. When enchanting fails, the item does not crystallize, but the existing enchant value is decreased by 1. |
Royal R95-grade Red Save Ticket |
Enchant success rate +10% for R95-grade weapons with a normal enchant scroll. Only for items enchanted between +7 and +11. Randomly adds between +1 and +3 enchant value. A failed enchant drops the enchant value by 1 instead of crystallizing. |
Royal R99-grade Red Save Ticket |
Enchant success rate +10% for R99-grade weapons with a normal enchant scroll. Only for items enchanted between +7 and +11. Randomly adds between +1 and +3 enchant value. A failed enchant drops the enchant value by 1 instead of crystallizing. |
Royal R-grade Purple Save Ticket |
Enchant success rate +20% for R-grade weapons with a normal enchant scroll. Can be used only on items enchanted to +12 or higher. When enchanting succeeds, enchant value id increased by 1. When enchanting fails, the item does not crystallize, but the existing enchant value decreases by 1. |
Royal R95-grade Purple Save Ticket |
Enchant success rate +20% when using a normal enchant scroll for R95-grade weapons. Can be used only with items enchanted to +12 and higher. In case of success, the item's enchant value increases by 1. In case of failure, the item is not crystallized, and its enchant value decreases by 1. |
Royal R99-grade Purple Save Ticket |
Enchant success rate +20% when using a normal enchant scroll for R99-grade weapons. Can be used only with items enchanted to +12 and higher. In case of success, the item's enchant value increases by 1. In case of failure, the item is not crystallized, and its enchant value decreases by 1. |
Royal Gold Save Ticket |
A ticket that enhances probability by 20% when using a Normal Weapon Enchant Scroll to enchant R-grade Weapons. When Enchant succeeds, it increases by 1-3. When Enchant fails, the item does not crystallize, but the existing enchant value decreases by 1. |
Royal R-grade White Save Ticket |
Enchant success rate +30% for R-grade armor with a normal enchant scroll. Only for items enchanted between +3 and +9. When enchanting succeeds, enchant value is increased randomly by 1-3. When enchanting fails, the item does not crystallize, but the existing enchant value decreases by 1. |
Royal R95-grade White Save Ticket |
Enchant success rate +30% when using a normal enchant scroll for R95-grade armor. Only for items enchanted from +3 to +9. The enchanting is random from +1 to +3. In case of failure, the item is not crystallized, and its enchant value decreases by 1. |
Royal R99-grade White Save Ticket |
Enchant success rate +30% when using a normal enchant scroll for R99-grade armor. Only for items enchanted from +3 to +9. The enchanting is random from +1 to +3. In case of failure, the item is not crystallized, and its enchant value decreases by 1. |
Royal Black Save Ticket |
Enchant success rate +20% for R-grade armor when using an Enchant Scroll. Only for +3 to +11 enchanted items. If enchantment fails. the enchant value of the item will increase randomly by 1 to 2. If enchantment fails. the item will not be crystallized but its enchant value will decrease by 1. |
Glossary!
Instead "Item Enchanting" people usually say "Enchant, Over-enchant". |
Item Enchanting – Related Pages
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