Enchantment

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General Overview

Enchantment is a very significant part of improving equipment. Having better enchants will improve a piece of equipment greatly, and sometimes the enchants are even the defining part of the gear. Some enchants have a chance of breaking the equipment, and sometimes they do not. For more information on each specific enchanting system, please check their individual pages.

Archangel Wing Enchants

Main article: Archangel Wing Enchants

Archangel Wing [1] provides several powerful enchants that are not obtainable anywhere else, although it is riskier/more expensive to perfect compared to Fallen Angel Wings.

Biolab Enchants

Main article: Biolab Enchants

An NPC at the Bio Labs sewer entrance enables certain enchants for weapons and armor dropped by Bio Labs monsters.

Ettlang Keepsake Enchant

Main article: Ettlang Keepsake Enchants

Enchanting Ettlang Keepsake with various enchants using Splendide Coin.

Fallen Angel Wing Enchants

Main article: Fallen Angel Wing Enchants

Fallen Angel Wing [1] is a popular garment due to being able to give three powerful enchants to it.

Hero Ring Enchant

Main article: Hero Ring Enchants

Enchanting Hero Ring with various enchants using Token of Hero.

Hidden Enchants

Main article: Hidden Enchant

This system allows players to add stat bonuses to selected body armors. The gear is randomly given +1 to +3 of one of the 6 stats. Success rates vary according to the type of armor. Each attempt costs 400,000 Zeny, but no items are needed other than the armor itself.

Light of El Dicastes Enchant

Main article: Light of El Dicastes Enchants

Enchanting Light of El Dicastes with various enchants using Sapha Certification.

Malangdo Costume Enchants

Main article: Malangdo Costume Enchants

Some costumes can be enchanted at Malangdo for additonal effects.

Malangdo Enchants

Main article: Malangdo Enchants

The enchants available in the town of Malangdo are mainly for certain level 3 and 4 weapons, and can give each weapon up to two enchants.

Mora Enchants

Main article: Mora Enchants

The enchants available in the town of Mora are mainly for class specific gear and gear sets, including Rangers, Rune Knights, Guillotine Crosses, Arch Bishops, and Warlocks.

RWC Accessory Enchants

Main article: RWC Accessory Enchants

Chambered RWC 2012 Pendant [1] and Chambered RWC 2012 Ring [1] are very popular accessories, and have their own enchantment process.

Sarah's Earring Enchants

Main article: Sarah Earring Enchants

Enchanting Sarah's earring accessories with powerful enchants using gigantic shards.

Socket Enchant

Main article: Socket Enchant

Not really a system of adding enchants per se, but is somewhat related. Players may use this system to add an additional card slot into selected pieces of equipment. They are divided by "ranks", which will require different amount of zeny and items (more expensive stuff will be required the higher the rank of the item you plan to upgrade). Success rates will also depend on the rank; higher rank items will have lower success rates.

When successfully enchanted, items will gain one or more slots to insert a card into. However, there are some exceptions. Some items have different effects as a result of successful enchant.

Temporal Boots Enchants

Main article: Temporal Boots Enchants

The Temporal Crystals and Coagulated Spells earned from doing the Old Glast Heim instance can be exchanged for Temporal Boots.

Verus Enchants

Main article: Verus Enchants

The enchants available in the city of Verus are mainly for class specific gear and gear sets only for Mechanic.

Temporal Boots (Old Glast Heim) Enchants

To acquire these enchants, please see the Temporal Boots Enchants page.

Bear's Power

When being (physically?) attacked, adds a chance to proc +200 STR for 5 seconds and transforms into a Bigfoot. Consumes 500 HP/sec during activation.

Hawkeye

Adds a chance to proc +200 DEX for 5 seconds when attacking (physically?). Can be activated by skills, like Cart Cannon. Consumes 50 SP/sec during activation.

Lucky Day

When physically (and magically?) attacking (and being physically/magically attacked?), adds a chance to proc +200 LUK for 5 seconds. (Adds a chance to obtain a treasure box when killing monsters during activation?)

Muscle Fool

When being physically attacked, adds a low chance to proc +1000 DEF (Hard) for 5 seconds, -50% ATK and MATK during activation.

Runaway Magic

Each magic attack has a chance to proc +200 INT for 10 seconds. Consumes 200 SP/sec during activation.

Speed of Light

Each physical attack has a chance to proc +100% ASPD and +100 Perfect Dodge for 5 seconds. Consumes 400 HP and 40 SP per second during activation.

Enchant Descriptions

While certain enchants are quite simple and straightforward (like an INT +4 enchant that simply gives four INT), some are a special type of enchant that may give multiple effects within one enchant, and also have multiple levels. Here is a list of them and what their effect is at each level.

Delayafterattack

Enchant Type Enchant Description
Delayafterattack 1 ASPD +4%
Delayafterattack 2 ASPD +6%
Delayafterattack 3 ASPD +8%
Delayafterattack 4 ASPD +10%

Expert Archer

Enchant Type Enchant Description
Expert Archer 1 Ranged Damage +2%
Expert Archer 2 Ranged Damage +4%
Expert Archer 3 Ranged Damage +6%
Expert Archer 4 Ranged Damage +8%
Expert Archer 5 Ranged Damage +10%
Expert Archer 6 Ranged Damage +12%

Fatal

Enchant Type Enchant Description
Fatal 1 CRIT Damage +4%, +1 CRIT
Fatal 2 CRIT Damage +6%, +2 CRIT
Fatal 3 CRIT Damage +8%, +3 CRIT
Fatal 4 CRIT Damage +10%, +4 CRIT

Fighting Spirit

Enchant Type Enchant Description
Fighting Spirit 1 ATK +6, Hit +2
Fighting Spirit 2 ATK +9, Hit +3
Fighting Spirit 3 ATK +12, Hit +4
Fighting Spirit 4 ATK +15, Hit +5
Fighting Spirit 5 ATK +18, Hit +5
Fighting Spirit 6 ATK +21, Hit +5
Fighting Spirit 7 ATK +24, Hit +5
Fighting Spirit 8 ATK +27, Hit +5
Fighting Spirit 9 ATK +30, Hit +5
Fighting Spirit 10 ATK +50, Hit +15

Heal Amount

Enchant Type Enchant Description
Heal Amount 3 Increases healing power by 6%, increases SP consumption by 5%
Heal Amount 4 Increases healing power by 12%, increases SP consumption by 10%
Heal Amount 5 Increases healing power by 20%, increases SP consumption by 15%

Magic

Enchant Type Enchant Description
Magic 1 MATK +1%, reduces Fixed Cast Time of skills by 1%
Magic 2 MATK +2%, reduces Fixed Cast Time of skills by 1%
Magic 3 MATK +3%, reduces Fixed Cast Time of skills by 1%

Sharp

Enchant Type Enchant Description
Sharp 1 Crit +6, Hit +2
Sharp 2 Crit +9, Hit +3
Sharp 3 Crit +12, Hit +4
Sharp 4 Crit +14, Hit +5
Sharp 5 Crit +18, Hit +5

Spell

Enchant Type Enchant Description
Spell 1 MATK +6, reduces Variable Cast Time of skills by 4%
Spell 2 MATK +9, reduces Variable Cast Time of skills by 6%
Spell 3 MATK +12, reduces Variable Cast Time of skills by 8%
Spell 4 MATK +15, reduces Variable Cast Time of skills by 10%
Spell 5 MATK +18, reduces Variable Cast Time of skills by 10%
Spell 6 MATK +21, reduces Variable Cast Time of skills by 10%
Spell 7 MATK +24, reduces Variable Cast Time of skills by 10%

Miscellaneous

Enchant Type Enchant Description
Cranial 1 Increases Tolerance to Demihuman and other Players by 5%
Immune 1 Increases tolerance to Neutral Property monsters by 5%