In order to use it, the player must Double Left Click/Right Click the enchantment stone and then select the piece of equipment they wish to enhance, causing the Gear Modification window to appear. On the slot to the right, players may select the use of Supplements, by default them not being selected.
By pressing the "Enchant" button, they may begin their attempt at enchanting. Doing so will make the progress bar light up in the bottom, serving as a confirmation timer (if the player wishes it to stop, they may press the Cancel button). This is then followed up by either a success or a failure message with the appropriate animation.
This system is mostly based on the player's luck. A successful enchantment raises the item's enchantment level by one, or greater in rarer occasions (called critical success). An item's current enchantment level is indicated in the item's description next to their name (with a number, such as +1, +5, +15, etc) and below its stats.
If the player fails to enchant a regular item, the item loses one enchantment level. For example, if the item is +4 and the attempt is unsuccessful, it will go back to +3. This does not apply to the range between +11 and +15, as failing to enchant will drop the item back to +10 (not applicable if the player uses an ).
While based on luck, the player may improve their chances in certain ways. It is worth to notice however, enchanting is never assured. In other words, it is impossible to reach the 100% chance of success.
Such methods include:
- Making use of an , instead of the . Doing so additionally makes the critical success be more common and up to 4 levels, unlike the regular stone
- Archdaeva Gear has a naturally higher chance of successful enchantment
- Using Supplements. Depending on the tier of the supplements employed, different values will be added. Lesser Supplements will grant an additional 5% of success, Regular ones 10% and Greater ones 15%.
Enchanting success rate is nonetheless limited to 80% without the use of Supplements, and between +10 and +15 it is limited to 50%. Making use of them allows players to pass that set limit.
Maximum Level Edit
While there is no actual limit when enchanting, it progressively becomes more and more challenging as the level rises, in a way that odds become lower. However, every equipment has its own "maximum enchantment level", which is then automatically passed when it is reached.
In lower levels, this limit is set by the grade of the item. For Common, Superior and Heroic grade gear, it is 10. And, generally, for Fabled, Eternal and Mythic items, it is 15. This is sometimes however dismissed for certain level 65 equipment and gear which requires tuning. From there on, the item follows the Amplification rules.
As of 4.7, upon reaching the item's limit, the item is automatically amplified, which means the maximum enchant level limit is dismissed. While players may still enchant further than this, it may only be attempted with . Failing to enchant the item causes it to return back to its maximum level, instead of dropping one level down. Even if the item fails on its first attempt after amplification, it will not be reduced further (for instance, if the item fails to be enchanted from +15 to +16, it will not go back to +14). This does not apply to Archdaeva equipment, as failed enchantment, even after amplification, will destroy the item.
Benefits of enchanting past amplification include a higher amount of values given to the item per enchant level and, if enchanted to +20 (regardless of the item's enchant level limit), a skill, only used when the player has the enchanted piece equipped. Additionally, other than the skill, the item gains one additional use of wrapping.
- Armor: Passive skills. Whenever the target is attacked, there is a chance for the attacking enemy to receive the damaging effect of the skill.
- Weapon/Shield/Wings: Active skills. The player may choose whether to activate the skill or not.
Every enchantment level adds a certain value of Attack, Magic Boost, Physical Defense, Magical Defense, HP and/or Strike Resist. Which base stats are improved on is determined by the material of the gear and the type of equipment being enchanted.
|Jacket||Pants||Shoes, Gloves, Shoulders||Total bonus from +15|
|Wings||Attack||Magic Boost||HP||Flight Time||Strike Resist||Spell Resist||Soar speed|
|+1 to +15||1||4||40||10||2||1||0.1|
|+16 to +20||4||2||-|
Discontinued Systems Edit
The original enchantment system would depend on stones coming in varying levels, from to . The higher their level, the the better the chance of successfully enchanting a piece. However, due to the 80% chance limitation, using high level stones may sometimes prove to be a waste of resources.
To determine what level is most appropriate to reach the 80% chance and not exceed the said cap, it should be accounted three factors:
- Current enchantment level of the item
- Grade of the item
- Level of the item
The sum of the level and enchantment level will give the player a number. If we take as an example an item of level 60 which has been enchanted to +7, the sum will be 67. Then, the player takes in account the grade. Eternal equipment will require 40 levels to reach the cap, while Mythic items require 50. As such, taking that the example item as an eternal, consider adding up 67 to 40, making it 107; therefore making the the most optimal.
This system was however simplified after 4.7, grouping the similar level stones together, creating the Letter-based system. Regardless, both discontinued set of stones were not fully removed. While not obtainable, other than from other players, they may still be used.
- When amplification was introduced, and (or alternatively a second weapon exactly like the one being amplified) were required, however this was removed shortly after, making it automatically unlocked.
- Additional bonuses like Attack and Magic Boost were added to armour in 4.9.
- Enchanting to +20 six pieces and equipping them will grant its wearer the ability to use Glory: Empyrean Aegis. This skill it reduces all the damage inflicted on the caster and group members within a certain distance of it.
- Like socketing manastones, enchanting a tuned item will remove any retuning attempts remaining.
- The works the same way as an in terms of rates, however, it offers a higher chance for critical success than its regular version.
- Enchantment test by Russian GMs (22px Vorpal Tome); NA forum thread
- Supplements test by Russian GMs (22px Vorpal Tome, 22px Stormwing's Tome)
- Enchantment test on Korean Powerwiki (22px Expert Durable Adamantium Sword, 22px Xenophon's Sword)
- Small Supplement Efficiency Test on NA wiki. Translated from Korean one (22px Anuhart Elite's Spear)