Equipment/Enchantments
High quality equipment and artifacts may have the enchantments added to them.
Overview
You can check specific modification values, etc. from the “Enchantment” tab on the character sheet.
Enchantments may also be added to or removed from ranged weapons separately from these enchantments.
For more information about that, see the Modification Tools page.
Types of Enchantments
The icon at the beginning of each enchantment text indicates the type of enchantment.
Icon | Enchantment |
---|---|
Brick | Enchantments derived from the item's material |
Blue crystal | Static enchantments that items of that type always have |
Green crystal | Random enchantments that vary from item to item |
Rune | Enchantments acquired with runes |
Black cat | Enchantments acquired with the black cat's ability |
Sword | Weapon enchantments that only work when attacking with that weapon |
Faction Enchantments
Enchantments whose text is blue and ends with (faction) are faction enchantments and benefit not only the equipped person but all members of the player's faction. Faction members include player, pets, residents and livestock, and monsters(minions) summoned or dominated by them.
Only a very limited number of ★Artifacts , such as God artifacts, have faction enchantments.
Enchantments list
Type | Name | Text | Effect | Applied to |
---|---|---|---|---|
Status
Enhancement |
Attribute | It increases ~ by ##.
It decreases ~ by ##. |
Applied to attribute, perfect evasion, physical damage reduction, elemental damage reduction,Fatal PV
etc. Some attribute are currently limited to artifacts. |
All |
Skill | It strengthens your ability to ~.
It decreases ~. |
Improves skill level. Text varies by skill. | All | |
True Sight | It enhances attack accuracy. | It increases your accuracy. | All | |
Anti Magic | It is imbued with anti-magic particles. | Reduces the damage taken from attack spells, but also reduces the your spell power and benefits gained from support and healing spells.
Reduces mana. Increases void elemental attacks (physical attacks and abilities without elements). |
All | |
Enhance spell | It enhances your spells. | Increases spellpower, applies to damage spells, buffs and debuffs. Stronger than the casting stat in all cases at the same level. | All | |
Mana management | It reduces your mana consumption. | Decreases mana consumption when casting magic.
Effect decays exponentially: final cost = initial cost * 100 / (100 + (int)Mathf.Sqrt((float)(manaOptimization * 10)) * 3); 60% at 50 enchant strength, 50% at 130 enchant strength, etc. |
All | |
Element Resistance | It grants you ~ Resistance.
It decreases your ~ Resistance. |
Reduces elemental damage taken.
The value can be checked from the "Resistance" tab on the character sheet. |
All | |
Resistance and Immunity | Sustain attribute | It sustains your ~. | It prevents the wearer's attribute from being reduced by weakening attacks. | All |
Immunity to abnormalities | It negates the effect of ~. | Negatess state abnormalities. | All | |
Immunity to pickpockets | It protects you from thieves. | Lowers the chance of theft by enemies and food theft by gluttonous sea lions.
Items can still be stolen from NPCs equipped with this enchantment. Has different strength levels (hidden) which can be seen on the resistance page. +1 is not sufficient to grant perfect immunity to stealing. |
All | |
Resist Mutation | It protects you from mutation. | Resists mutation. It does not completely prevent it, the resist strength can be checked on the resistance page. | All
Fairy hat(static) | |
Prevent decapitation | It protects your neck. | Disables neckhunting by weapons and some NPC abilities. | Head, neck | |
Utility | Anti-Teleport | It prevents teleport. | Disables teleportation due to traps, failed deciphering of magic books, etc.
Pets that have it do not use teleportation or short teleportation. |
All |
Levitation | It makes you float. | Makes the wearer levitate and treats them as if they were in a high place. Avoids traps and puddles underfoot. | All
Wing, Feather(static) | |
Increase travel speed | It speeds your travel progress. | Reduces travel time on the World map. Also increases speed. Only works if equipped by the player even if the player is riding a mount. | Seven League Boots(static) | |
Protection from weather | It negates the effect of being stranded by bad weather. | Prevents confusion caused by thunderstorms and random slowdowns caused by snow. | Aurora Ring(static) | |
See invisible | It lets you see invisible objects. | Makes invisible NPCs visible. | Head | |
Iron stomach | It lets you digest rotten things. | No penalty for eating rotten food or food with [Tainted] trait. | All | |
Water breathing | It lets you breathe underwater. | You won't drown underwater, but you won't gain experience in swimming skills. | All | |
Defect Faith | It reveals the faith of others. | When you mouse over an NPC, you can see the faith of the target. | Head | |
Rune Vessel | It can be infused with additional runes. | Can be infused additional runes according to the enchantment level (number of *). | ★AF
Crafted equipment with rune (see Rune section) | |
Weapon | Vorpal | It increases the chance of triggering a full piercing attack. | Increases the activation chance of attacks with 100% penetration rate | Melee weapon
Ranged weapon |
Critical | It increases your chance to deliver critical hits. | It increases your chance to deliver critical hits. | Melee weapon
Ranged weapon | |
Elemental damage | It deals additional ~ damage. | Additional elemental damage. | Melee weapon
Ranged weapon | |
Force Weapon | It is wielded by the power of the Force. | Enchanted weapons become Force weapons. Attacks will now refer to magic's main attribute and magic device and chanting skills. | Melee weapon | |
Race Bane | It inflicts massive damage to ~. | Target races are human, animal, machine, undead, dragon, god, fairy, fish, or All.
All Bane only have half the effect of other banes. |
Melee weapon
Ranged weapon | |
Spell | It triggers "~". | When an attack hits, the added spell or ability is triggered. It is not activated if the attacker is killed by the damage of the hit. | Melee weapon | |
Neck hunt | It triggers "Neck hunt". | Strictly speaking, this is a type of Spell enchantment.
It instantly kills targets with HP below a certain level. |
Melee weapon
Sickle(static) | |
Scatter | It strikes the area around the target. | The shot hits the tiles around the target as well. | ★AF only | |
Shockwave | It generates a shockwave at the target's location. | The attack hits the tiles around the target as well.
The damage of the shockwave is based on the enchantment power, and there is no element conversion by intonation or weapon enchantment. |
Melee weapon | |
Chase | It pursues the target that evades an attack. | When an attack misses, you can reroll the hit roll.
The number of times the hit is judged is based on the enchantment power. |
Melee weapon
Some Daggers (static) | |
Flurry | It unleashes consecutive attacks on the target. | Performs multiple consecutive attacks according to the enchantment power.
The probability of additional attacks and the maximum number of attacks are based on the enchantment power. |
Melee weapon | |
Cleave | It attacks enemies adjacent to the target. | The attack will also hit the target's four tiles above, below, left and right.
The probability of additional attack is based on the enchantment power. |
Melee weapon | |
Feint | It disrupts the target's actions. | The target is given a suppression status, which reduces the target's damage and ability frequency. | Melee weapon | |
Frustration | It delivers a decisive blow to the target that evades an attack. | When the attack misses, it will perform a follow-up attack with a low probability of critical hit.
The follow-up attack is also made when the additional attack by the flurry or the cleave attack is missed. The probability of the follow-up is determined by the enchantment power. |
Melee weapon | |
Melee Distance | It can attack distant targets. | You can attack targets on distant tiles. | Melee weapon
Polearm(static) | |
Mana absorb | It absorbs mana. | Absorbs mana according to the damage inflicted. Only effective when attacking an enemy NPC. If the target's mana is depleted, they will suffer the same mana backlash as a PC. | ★AF only | |
Stamina absorb | It absorbs stamina. | Absorbs stamina according to the damage inflicted.Only effective when attacking an enemy NPC. If the target's stamina is depleted, they will suffer the same overwork damage as a PC. | ★AF only | |
Drill | It drills through the target when hit. | Allows weapons to attack all enemies in their path, piercing through them.
Drill distance depends on the enchantment's strength. |
★AF only | |
Elemental conversion | It is electrified. (Lightning)
It is vibrating. (Impact) |
Permanently grante elmental attacks to weapons.
Elemental weapons do not benefit from intonation buffs and do not consume intonation buff uses when attacking. |
★AF only |
Runes
By using a rune mold on an equipment, you can destroy the equipment and extract one of its enchantments.
The extracted rune can then be used to add an enchantment to another equipment.
Rune Mold
You can create a rune mold using Accessory table. At this time, the grade and hardness of the material are important.
There are three types of rune mold.
Tier | Jewelry | Ingot | Crystal | Effect |
---|---|---|---|---|
Good | 10 | 2 | Earth crystal | Enchantments can be extracted from equipment of rarity up to and including good-tier.. |
Miracle | 20 | 6 | Sun crystal | Enchantments can be extracted from equipment of rarity up to and including miracle-tier. |
Godly | 30 | 10 | Mana crystal | Enchantments can be extracted from equipment of rarity up to and including godly-tier. |
The Rune Mold must be made of the same or harder material than the equipment to be destroyed. Also, it cannot be extracted from ★Artifacts.
When you use a rune mold, you can extract one enchantment of your choice from an item and use it to make a rune. When you do this, the item from which you extracted the enchantment will disappear.
How to Use Runes
You can add the enchantment of a rune to an equipment (including lighting) by infusing it with a rune.
The number of runes that can be infused differs depending on the item.
Equipment | Number of Runes that can be Imprinted |
---|---|
Normal Equipment | 1 |
★Artifacts | 0 |
Equipment with Rune Vessel | Number of Runes that can be Imprinted + Number of [*] |
Normal equipment obtained through Nefia etc. can only be imprinted with one rune, and ★Artifacts cannot be imprinted.
Equipment with the Rune Vessel enchantment can be infused an additional number of times equal to the enchantment strength (that is, the number of "*").
This enchantment does not exist as a random enchantment, and is only possessed by some ★Artifacts such as the Dragonbone Hammer and Fish Slayer, and equipment crafted using runes.
Runic Equipment
Craftable equipment can use runes as an option.
Equipment crafted using runes will be infused with the enchantment of the rune, and it will also gain a rune vessel[*] enchantment.
In other words, in addition to the rune used in the crafting process, you will be able to infuse a further rune into the equipment, for a total of two runes.
Similarly, runic equipment crafted at an Accessory table will be infused with the rune used in the crafting process, and it will also gain a rune vessel[**] enchantment.
In other words, runic equipment can be infused with a total of three runes.
Rune Specifications
- Some enchantments, such as speed, cannot be extracted. The text for the relevant enchantment will be grayed out.
- When extracting an enchantment from a material, the changes made by the enhancement value are removed.
- Enchantments from materials cannot be overwritten by rune infusions except for the imprint made when the item is crafted.
- Elemental resistance can only be added to equipment that does not already have any elemental resistance.
- As an exception, additional elemental resistance can be added to crafted equipment by crafting it with materials that have elemental resistance and elemental resistance rune.
- If the same enchantment already exists, it will be overwritten.
- Runes can also be made from infused equipment.
- When extracting the enchantment that has been added, the values that have been increased or decreased by material changes or the black cat will not be considered, and the values will return to the values when they were added.
- Infused equipment cannot be duplicated.