THE ENCHANTER’S GUIDE

Enchanting: +1 to +12

Keep the item you love. Invest in making it stronger. Understand the cost before every attempt.

Current alpha guide · Updated 3 November 2026

Find the anvil. Choose your item.

  1. Visit the enchantment house south of the temple.

    Stand near the crystal anvil and click it. Enchanting opens from the object itself; you do not need an enchanter NPC.

  2. Select an eligible piece of equipment.

    You can enchant weapons, helmets, armor, legs, boots and shields. Rings, amulets and backpacks cannot be enchanted. Items stop at +12.

  3. Read the quote. Then choose whether to attempt it.

    The window shows the required crystal, gold fee, success chance and any downgrade risk. Each attempt uses one crystal and the full gold fee, including on failure.

Ruby protects. Emerald empowers weapons.

Faint Ruby

Ruby

Helmet · Armor · Legs · Boots · Shield

Faint Emerald

Emerald

Weapons

Faint RubyFaint Emerald

Faint

Target level +1 to +5

Awakened RubyAwakened Emerald

Awakened

Target level +6 to +9

Ascendant RubyAscendant Emerald

Ascendant

Target level +10 to +12

The crystal tier is chosen by the level you are attempting. Going from +5 to +6 needs Awakened; going from +9 to +10 needs Ascendant. Crystal drops depend on the monster. Not every monster can drop every tier.

Know your odds before you spend.

+1 · Faint crystal · 100% chance · 500 gold

This attempt cannot lower the item’s level.

This is a guide, not an enchanting service. No materials are used here.
Cost per attempt · one crystal plus gold
TargetCrystal tierSuccessGoldFailure rule
+1Faint100%500No level loss
+2Faint80%750No level loss
+3Faint70%1,250No level loss
+4Faint60%2,000No level loss
+5Faint50%3,250Third consecutive failure: −1 level
+6Awakened45%5,000Third consecutive failure: −1 level
+7Awakened40%7,500Third consecutive failure: −1 level
+8Awakened30%11,000Third consecutive failure: −1 level
+9Awakened25%16,000Third consecutive failure: −1 level
+10Ascendant20%22,500Third consecutive failure: −1 level
+11Ascendant10%32,500Third consecutive failure: −1 level
+12Ascendant5%50,000Third consecutive failure: −1 level

From target +5 onward, three consecutive failures on that item lower it by one level. A success or downgrade resets the failure counter. Attempts at lower targets do not lower its level. Items are not destroyed by this rule.

Different pieces grow in different ways.

Weapon
More Attack Power. Defence starts improving at +4, critical chance at +8 and extra critical damage at +9. At +12: +100% base AP, +60% base Defence, +10 percentage points of critical chance and +40 points of critical damage.
Helmet, armor & legs
More base Armor and flat maximum health. Each piece at +12 gains +80% base Armor and +100 health.
Shield
More base Defence and flat maximum mana. At +12: +100% base Defence and +100 mana.
Boots
More base Armor and movement speed based on your character’s base speed. At +12: +80% base Armor and +20% base character speed.

Percentage increases use the item’s original stat and round to a whole number. A percentage of zero remains zero. Inspect your item for the purple bonus breakdown and use the Stats panel for the effective combined total.

Let your equipment tell your story.

The + number appears beside the item name in purple. Once your six enchantable equipped pieces add up to +20, purple angel wings appear and develop toward a maximum combined +72. Rarity glow and full-set sparks are separate systems.

Understand glow, sparks and wings →