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.