Item Enchanting allows you to empower armor and weapons with special scrolls. Enchanting gives additional empowering effects.
See also:
Contents
General Info
- Weapon and armor can be enchanted with "Scroll: Enchant Weapon" and "Scroll: Enchant Armor".
- There are separate Enchant Scrolls for each grade. (For more info, see Enchant Scrolls).
- You can enchant weapon and armor Grades D-S.
- Enchantment is safe up to +3, for whole armor – up to +4.
- There are also such items as "Stable Scroll: Enchant Armor" and "Stable Scroll: Enchant Weapon", which assure safe enchantment to a certain enchantment value. (For more info, see Solid Scrolls).
- There's a chance that you may fail. If enchantment fails, the item falls into crystals. The amount of crystals depends on the enchantment value of the broken item.
- If the enchantment value was relatively high, your character will also receive Weapon Enhancement Stone , Armor Enhancement Stone , for more info, see: Armor/Weapon Enhancement Stones.
- When an item is enchanted to +4, an additional slot for stones which increase the chances for successful enchantment. At the moment, the function has not been implemented yet.
- 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.
Enchantment process
- To enchant items, you need an enchantment scroll for weapon or armor, accordingly, of the corresponding grade, and the item Grade D ~ S, 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.
- Upon successful enchantment, the enchantment value increases, and a number, like "+1", appears before the item name.
- If enchantment fails, the items falls into crystals of the same grade as the item.
- The items obtained as the result of failed enchantment, and their amount, are displayed in the chat.
- If the enchantment value was relatively high, your character, besides crystals, will also receive Weapon Enhancement Stone , Armor Enhancement Stone , for more info, see: Armor/Weapon Enhancement Stones.
Armor/Weapon Enhancement Stones
Upon failed enchantment, besides crystals, you can also receive Weapon Enhancement Stone , Armor Enhancement Stone , which can be exchanged via Galladucci and Alexandria in the Town of Giran to the corresponding Stable Scrolls: Enchant Weapon/Armor.
- Weapon Enhancement Stone can only be obtained for failed enchantment of weapon +7 and above.
- Armor Enhancement Stone can only be obtained for failed enchantment of armor +6 and above.
- The amount of Enhancement Stones depends on the enchantment value of the broken item:
Weapon:
Grade | 7>8 | 8>9 | 9>10 | 10>11 | 11>12 | 12>13 | 13>14 | 14>15 | 15>16 | 16>17 | 17>18 | 18>19 | 19 and above |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 |
C | 2 | 3 | 4 | 7 | 8 | 9 | 12 | 13 | 14 | 17 | 18 | 19 | 25 |
B | 3 | 4 | 5 | 8 | 9 | 10 | 13 | 14 | 15 | 18 | 19 | 20 | 28 |
A | 5 | 6 | 7 | 12 | 13 | 14 | 19 | 20 | 21 | 26 | 27 | 28 | 38 |
S | 15 | 18 | 21 | 25 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 |
Armor:
Grade | 6>7 | 7>8 | 8>9 | 9>10 | 10>11 | 11>12 | 12 and above |
---|---|---|---|---|---|---|---|
D | 1 | 2 | 3 | 5 | 6 | 7 | 12 |
C | 2 | 3 | 4 | 7 | 8 | 9 | 15 |
B | 3 | 4 | 5 | 9 | 10 | 11 | 19 |
A | 5 | 6 | 7 | 13 | 14 | 16 | 26 |
S | 10 | 15 | 20 | 25 | 27 | 28 | 30 |
Weapon
- To enchant weapon, you need a "Scroll: Enchant Weapon".
- When you enchant a weapon, you add P. Atk. and M. Atk.
- Weapon modified to +4 starts glowing, the higher the value of enchantment, the brighter the glowing - up to bright red (see How item enchantment is visualized).
- The higher the enchantment value, the higher the damage when using Soulshots/Spiritshots.
Weapon | Adding P. Atk. | Adding M. Atk. | ||
---|---|---|---|---|
Enchantment +1 ~ +3 | Enchantment +4 ~ +10 | Enchantment +1 ~ +3 | Enchantment +4 ~ +10 | |
One-Handed Swords One-Handed Blunts Daggers Spears |
4 | 8 | 3 | 6 |
Two-Handed Swords Two-Handed Blunts Dual Swords Fists |
5 | 10 | 3 | 6 |
Bows | 8 | 16 | 3 | 6 |
How item enchantment is visualized
Armor
- To enchant armor, accessories and shields, you need a "Scroll: Enchant Armor".
- When you enchant armor and shields, you add P. Def., when you enchant accessories, you add M. Def.
- If armor is modified by +4 or higher, they give a small bonus – max. HP level is increased.
- Then all the set items are enchanted to +6 or above, you get the following bonuses: A higher enchantment value includes the effects of the previous ones, for example: a +10 set will give all the effects from each enchantment value (+6, +7, +8, +9 and +10).
- If all set items are modified by +6, +8, +10, there's an additional visual effect of glowing around the armor (for more info, see Visual effects for sets).
Item | Adding P. Def. | |
---|---|---|
Enchantment +1 ~ +3 | Enchantment +4 ~ +10 | |
Armor | 1 | 3 |
Full Armor | 1 | 3 |
Shields | 1 | 3 |
Item | Adding M. Def. | |
Enchantment +1 ~ +3 | Enchantment +4 ~ +10 | |
1 | 3 |
НР increase from armor enchantment
Armor modified +4 or above (for Grade S - enchanted to +1) gives bonus to Max.HP:
- Sealed and unsealed armor give the same bonus
- HP bonus of armor is predefined and doesn’t depend on buffs and other modificators.
- Starting from +6, HP bonus does not increase together with enchantment.
- Accessories don’t give any bonus to Max.HP:
Grade/type of armor | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 and above |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grade D / Armor | 0 | 0 | 0 | 9 | 26 | 52 | 54 | 56 | 58 | 60 | 62 | 64 | 64 |
Grade D / Full Armor | 0 | 0 | 0 | 13 | 39 | 78 | 78 | 78 | 78 | 78 | |||
Grade C / Armor | 0 | 0 | 0 | 12 | 36 | 71 | 73 | 75 | 77 | 79 | 81 | 83 | 83 |
Grade C / Full Armor | 0 | 0 | 0 | 18 | 54 | 106 | 106 | 106 | 106 | 106 | |||
Grade B / Armor | 0 | 0 | 0 | 14 | 42 | 84 | 86 | 88 | 90 | 92 | 94 | 96 | 96 |
Grade B / Full Armor | 0 | 0 | 0 | 21 | 63 | 126 | 126 | 126 | 126 | 126 | |||
Grade A / Armor | 0 | 0 | 0 | 16 | 47 | 94 | 96 | 98 | 100 | 102 | 104 | 106 | 106 |
Grade A / Full Armor | 0 | 0 | 0 | 24 | 70 | 141 | 141 | 141 | 141 | 141 | |||
Grade S / Armor | 10 | 20 | 30 | 40 | 80 | 160 | 200 | 250 | 300 | 350 | 400 | 450 | 500 |
Grade S / Full Armor | 15 | 30 | 45 | 60 | 120 | 240 | 300 | 375 | 450 | 500 |
Extra enchantment bonuses for armor Grade D - S
Then all the set items are enchanted to +6 or above, you get the following bonuses:
Armor | Enchantment value | Effect |
---|---|---|
Heavy Armor | 6 | Max. HP level increase by 360 Recovery bonus when sitting/standing HP +10, MP +4 |
7 | P. Def. + 47, M. Def. + 28 | |
8 | Vampiric Rage +2%, P. skills recharge time -4% | |
9 | Stun Resistance +10% | |
10 | Bow Attack Resistance +10%, P. Def. +6% | |
Light Armor | 6 | Max. MP level increase by 80 Recovery bonus when sitting/standing HP +10, MP +4 Max. HP level increase by 200 |
7 | P. Def. + 47, M. Def. + 28 | |
8 | Speed +4, P. and M. Skill Power +7% | |
9 | Mental / Paralysis / Stun Resistance +5% | |
10 | Magic Attack Resistance +15%, M. Def. +7% | |
Magic Armor | 6 | Max. HP level increase by 140 Recovery bonus when sitting/standing HP +4, MP +6 |
7 | P. Def. + 47, M. Def. + 28 | |
8 | Healing received +52, M. Skill MP Consumption -4% | |
9 | Paralysis Resistance +10%, Stun Resistance +5% | |
10 | Debuff Resistance +7%, chance of receiving P. Critical Damage -20% |
Visual effects for sets
- 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.
- Armor sets +7, +9, +11 and above receive the glow from the previous enchantment value. For example, armor set +7 will be glowing just the same as +6.
Head Accessories Enchantment
In L-Coin Store you can buy Eva's Hair Accessory Pack , from which you can get various head accessories, and a Eva's Enhancement Pack - Hair Accessory , from which you can get Eva's Scroll: Enchant Hair Accessory , Stabilized Eva's Scroll: Enchant Hair Accessory to enchant head accessories.
- Head Accessories can be enchanted up to +10, the enchantment is safe up to +3.
Enchanting Effects
Enchantment value | Effect |
---|---|
0 | - |
+1 | M. Def. +14. |
+2 | M. Def. +16. |
+3 | M. Def. +18. |
+4 | M. Def. +20. |
+5 | M. Def. +22.
|
+6 | M. Def. +24.
|
+7 | M. Def. +26.
|
+8 | M. Def. +28.
|
+9 | M. Def. +30.
|
+10 | M. Def. +32.
|
Cloak Enchantment
In L-Coin Store you can buy Aden Cloak , Ferios Cloak , Elmore Cloak , Elmoreden Cloak and Scroll: Enchant Cloak to enchant them.
- Cloak s can be enchanted up to +10, there’s no safe enchantment.
Effects of enchanted cloaks from L-Coin Store
Enchantment value | Effect |
---|---|
0 | When enchanted, increases PvE damage, activates different active and passive skills. |
+1 | Magic PvE Damage to normal monsters +0.3% |
+2 | Magic PvE Damage to normal monsters +0.5% |
+3 | Magic PvE Damage to normal monsters +0.8% |
+4 | Magic PvE Damage to normal monsters +1% |
+5 | Magic PvE Damage to normal monsters +1.3%, M. Atk. +3% |
+6 | Magic PvE Damage to normal monsters +1.5%, M. Atk. +3% |
+7 | Magic PvE Damage to all monsters +1.8%, M. Atk. +3%; When using an attack skill, Magic PvE Damage +30% at certain rate |
+8 | Magic PvE Damage to all monsters +2%, M. Atk. +3%; When using an attack skill, Magic PvE Damage +33% at certain rate |
+9 | Magic PvE Damage to all monsters +2.3%, M. Atk. +3%; When using an attack skill, Magic PvE Damage +36% at certain rate |
+10 | Magic PvE Damage to all monsters +2.5%, M. Atk. +3%; When using an attack skill, Magic PvE Damage +40% at certain rate |
Enchantment value | Effect |
---|---|
0 | Reduces damage received when enchanted and bestows various passive and active skills. |
+1 | Received damage -1% |
+2 | Received damage -2% |
+3 | Received damage -3% |
+4 | Received damage -4% |
+5 | Received damage -5%, P. Def. +3% |
+6 | Received damage -6%, P. Def. +3% |
+7 | Received damage -7%, P. Def. +3%; Damage Received when Immobilized -5% |
+8 | Received damage -8%, P. Def. +3%; Damage Received when Immobilized -7% |
+9 | Received damage -9%, P. Def. +3%; Damage Received when Immobilized -9% |
+10 | Received damage -10%, P. Def. +3%; Damage Received when Immobilized -11% |
Enchantment value | Effect |
---|---|
0 | Increases P. Attack PvE Damage when enchanted and bestows various passive and active skills. |
+1 | Physical PvE Damage to normal monsters +0.3% |
+2 | Physical PvE Damage to normal monsters +0.5% |
+3 | Physical PvE Damage to normal monsters +0.8% |
+4 | Physical PvE Damage to normal monsters +1% |
+5 | Physical PvE Damage to normal monsters +1.3%, P. Atk. +3% |
+6 | Physical PvE Damage to normal monsters +1.5%, P. Atk. +3% |
+7 | Physical PvE Damage to all monsters +1.8%, P. Atk. +3%; When using an attack skill, Physical PvE Damage +30% at certain rate |
+8 | Physical PvE Damage to all monsters +2%, P. Atk. +3%; When using an attack skill, Physical PvE Damage +33% at certain rate |
+9 | Physical PvE Damage to all monsters +2.3%, P. Atk. +3%; When using an attack skill, Physical PvE Damage +36% at certain rate |
+10 | Physical PvE Damage to all monsters +2.5%, P. Atk. +3%; When using an attack skill, Physical PvE Damage +40% at certain rate |
Enchantment value | Effect |
---|---|
0 | Increases PvP Attack Damage when enchanted and bestows various passive and active skills. |
+1 | PvP damage +0.3%. |
+2 | PvP damage +0.5%. |
+3 | PvP damage +0.8%. |
+4 | PvP damage +1%. |
+5 | Increases PvP damage by +1.3%, M. Def. +3% |
+6 | Increases PvP damage by +1.5%, M. Def. +3% |
+7 | Increases PvP damage by +1.8%, M. Def. +3%; When using a single attack skill, deals 950 fixed PvP damage to target at a certain rate |
+8 | Increases PvP damage by +2%, M. Def. +3%; When using a single attack skill, deals 950 fixed PvP damage to target at a certain rate |
+9 | Increases PvP damage by +2.3%, M. Def. +3%; When using a single attack skill, deals 950 fixed PvP damage to target at a certain rate |
+10 | Increases PvP damage by +2.5%, M. Def. +3%; When using a single attack skill, deals 950 fixed PvP damage to target at a certain rate |
Enchant Scrolls
Common Enchant Scrolls
- Allow to upgrade weapon and armor. If enchantment fails, the item falls into crystals.
Solid Scrolls
Solid scrolls guarantee safe enchantment: if enchantment fails, the item doesn't break into crystals and keeps its enchantment levels. However, they can be used only up to a certain enchantment level.
- "Stable Scroll: Enchant Weapon" cannot be used for weapon enchanted to +7 and above.
- "Stable Scroll: Enchant Armor" cannot be used for armor enchanted to +6 and above.
Improved Enchant Scrolls
- Improved Scrolls: Enchant Weapon/Armor allow to make a random enchantment from +1 to +3. If enchantment fails, the item falls into crystals.
- If a weapon/armor is enchanted to +2 or +3, then, if you use an improved scroll, upon failure the item doesn’t fall into crystals as the rule of safe enchantment is applied.
Enchant Scrolls for Head Accessories
- Can only be used to enchant head accessories from Eva's Hair Accessory Pack .
Enchant Scrolls for Cloaks
- Scroll: Enchant Cloak can only be used to enchant Ancient Kingdom's Cloaks. Other cloaks cannot be enchanted with that scroll.
List of enchant scrolls
Go to the item page to see how to obtain the item.
Item | Description |
---|---|
Scroll: Enchant A-grade Weapon |
For A-grade weapons.
P. Atk. +4 for one-handed swords/ blunts, daggers, spears. P. Atk. +5 for two-handed swords/ blunts, fists, dual swords. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting from +4, P./ M. Atk. bonus is doubled. |
Scroll: Enchant A-grade Armor |
P. Def. +1 for A-grade armor and accessories. P. Def. +3 starting from +4. It can be safely enchanted up to +3. M. Def. increases for accessories. For one-piece armor, it can be safely enchanted up to +4. |
Scroll: Enchant B-grade Weapon |
When enchanted, P. Atk. +4 for B-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./M. Atk. bonus is doubled. |
Scroll: Enchant B-grade Armor |
P. Def. +1 for B-grade armor and accessories. P. Def. +3 starting from +4. It can be safely enchanted up to +3. M. Def. increases for accessories. For one-piece armor, it can be safely enchanted up to +4. |
Scroll: Enchant C-grade Weapon |
When enchanted, P. Atk. +4 for C-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. |
Scroll: Enchant C-grade Armor |
P. Def. +1 for C-grade armor and accessories. P. Def. +3 starting from +4. It can be safely enchanted up to +3. M. Def. increases for accessories. For one-piece armor, it can be safely enchanted up to +4. |
Scroll: Enchant D-grade Weapon |
When enchanted, P. Atk. +4 for D-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./M. Atk. bonus is doubled. Enchanting is safe up to +3. |
Scroll: Enchant D-grade Armor |
P. Def. +1 for D-grade armor and accessories. Starting from +4 P. Def. +3. It can safely be enchanted up to +3. For one-piece armor, it can safely be enchanted up to +4. |
Scroll: Enchant S-grade Weapon |
For S-grade weapons
P. Atk. +5 for one-handed swords/ blunts, daggers, spears P. Atk. +6 for two-handed swords/ blunts, dual swords, fists P. Atk. +10 for bows M. Atk. +4 for all weapons Starting from +4, P./ M. Atk. bonus is doubled. |
Scroll: Enchant S-grade Armor |
For S-grade armor and accessories
P. Def. +2 Starting from +4, P. Def. +8, Max HP is increased with each enchant level. The enchanting is safe up to +3 for common armor and +4 for one-piece armor. |
Item | Description |
---|---|
Stable 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 level. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. Cannot be used with equipment enchanted to +6 and higher. |
Stable Scroll: Enchant D-grade Weapon |
For D-grade weapons
P. Atk. +4 for one-handed swords/ blunts, daggers, spears P. Atk. +5 for two-handed swords/ blunts, dual sword, 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. In the case of failure the item is not crystallized, and its enchant value remains the same. Cannot be used with weapons enchanted to +7 and higher. |
Stable Scroll: Enchant C-grade Armor |
For C-grade armor and accessories
P. Def. +1 Starting from +4, P. Def. +3, Max HP is increased with each enchant level. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. Cannot be used with equipment enchanted to +6 and higher. |
Stable Scroll: Enchant C-grade Weapon |
When enchanted, P. Atk. +4 for C-grade one-handed swords, one-handed blunts, daggers, and spears. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. Enchanting is safe. In the case of failure, items are not crystallized, and their enchantment level remains the same. Cannot be used with items enchanted to +7 or higher. |
Stable Scroll: Enchant B-grade Armor |
For B-grade armor and accessories
P. Def. +1 Starting from +4, P. Def. +3, Max HP is increased with each enchant level. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. Cannot be used with equipment enchanted to +6 and higher. |
Stable Scroll: Enchant B-grade Weapon |
When enchanted, P. Atk. +4 for B-grade one-handed swords, one-handed blunts, daggers, and spears. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. Enchanting is safe. In the case of failure, items are not crystallized, and their enchantment level remains the same. Cannot be used with items enchanted to +7 or higher. |
High Grade Stable 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 level. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. Can be used with equipment enchanted from +6 to +9. |
High Grade Stable Scroll: Enchant C-grade Armor |
P. C. +1 for C-grade armor and accessories. Starting from +4, P. Def. +3. HP gradually increases with each enchant level starting from +4. Safe enchantment. If enchantment is failed, the item is not broken into crystals and preserves the enchantment level. Use for items enchanted from +6 to +9. |
High Grade Stable Scroll: Enchant B-grade Armor |
When enchanted, P. Def. +1 for B-grade armor and accessories. Starting from +4, P. Def. +3. HP gradually increases with each enchant level starting from +4. Safe enchantment. If enchantment is failed, the item is not broken into crystals and preserves the enchantment level. Use for items enchanted from +6 to +9. |
High Grade Stable Scroll: Enchant A-grade Armor |
When enchanted, P. Def. +1 for A-grade armor and accessories. Starting from +4, P. Def. +3. HP gradually increases with each enchant level starting from +4. Safe enchantment. If enchantment is failed, the item is not broken into crystals and preserves the enchantment level. Use for items enchanted from +6 to +9. |
High Grade Stable Scroll: Enchant D-grade Weapon |
For D-grade weapons. P. Atk. +4 for one-handed swords/ blunts, daggers, spears. P. Atk. +5 for two-handed swords/ blunts/ fists, dual swords. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P./ M. Atk. bonus is doubled. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. For items enchanted from +7 to +15. |
High Grade Stable Scroll: Enchant C-grade Weapon |
For C-grade weapons. P. Atk. +4 for one-handed swords/ blunts, daggers, spears. P. Atk. +5 for two-handed swords/ blunts/ fists, dual swords. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P./ M. Atk. bonus is doubled. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. For items enchanted from +7 to +15. |
High Grade Stable Scroll: Enchant B-grade Weapon |
For B-grade weapons. P. Atk. +4 for one-handed swords/ blunts, daggers, spears. P. Atk. +5 for two-handed swords/ blunts/ fists, dual swords. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P./ M. Atk. bonus is doubled. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. For items enchanted from +7 to +15. |
High Grade Stable Scroll: Enchant A-grade Weapon |
For A-grade weapons from +7 to +15. P. Atk. +4 for one-handed swords/ blunts, daggers, spears. P. Atk. +5 for two-handed swords/ blunts/ fists, dual swords. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P./ M. Atk. bonus is tripled. The enchanting is safe. In case of failure the item is not crystallized, and its enchant value remains the same. |
Item | Description |
---|---|
Improved Scroll: Enchant B-grade Armor |
P. Def. +1 for B-grade armor and accessories. Increases by 3 starting from +4. It can be safely enchanted up to +3. For one-piece armor, it can be safely enchanted up to +4. Random enchantment from +1 to +3. |
Improved Scroll: Enchant B-grade Weapon |
When enchanted, P. Atk. +4 for B-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. Random enchantment from +1 to +3. |
Improved Scroll: Enchant C-grade Weapon |
When enchanted, P. Atk. +4 for C-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. Random enchantment from +1 to +3. |
Improved Scroll: Enchant A-grade Armor |
P. Def. +1 for A-grade armor and accessories. Increases by 3 starting from +4. It can be safely enchanted up to +3. For one-piece armor, it can be safely enchanted up to +4. HP gradually increases with each enchant level starting from +4. |
Improved Scroll: Enchant C-grade Armor |
P. Def. +1 for C-grade armor and accessories. Increases by 3 starting from +4. It can be safely enchanted up to +3. For one-piece armor, it can be safely enchanted up to +4. Random enchantment from +1 to +3. |
Improved Scroll: Enchant A-grade Weapon |
When enchanted, P. Atk. +4 for A-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. Random enchantment from +1 to +3. |
Improved Scroll: Enchant D-grade Weapon |
When enchanted, P. Atk. +4 for D-grade one-handed swords, one-handed blunts, daggers, spears, and other weapons. P. Atk. +5 for two-handed swords, two-handed blunts, dual swords, and two-handed fist weapons. P. Atk. +8 for bows. M. Atk. +3 for all weapons. Starting at +4, P. Atk./ M. Atk. bonus is doubled. Random enchantment from +1 to +3. |
Improved Scroll: Enchant D-grade Armor |
P. Def. +1 for D-grade armor and accessories. Increases by 3 starting from +4. It can be safely enchanted up to +3. For one-piece armor, it can be safely enchanted up to +4. Random enchantment from +1 to +3. |
Item | Description |
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Eva's Scroll: Enchant Hair Accessory |
Hair Accessory M. Def. +2. Starting from +5, an additional effect is activated and HP/ MP/ CP are increased. Can be safely enchanted up to +3. |
Stabilized Eva's Scroll: Enchant Hair Accessory |
Hair Accessory M./P. Def. +2. Starting from +5, additional special effects are activated and Max HP/ MP/ CP are increased. From +6, enchantment level stays the same in case of failure. |
Item | Description |
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Scroll: Enchant Cloak |
Enchant scroll for the Ancient Kingdom's Cloak. Can be enchanted up to +10. Enchant level goes up by 1 when it succeeds, and if it fails, the item remains and the level goes down by 1. |
Glossary!
Instead "Item Enchanting" people usually say "Enchant, Over-enchant". |
Item Enchanting – Related Pages
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