Enchanting

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General Overview

Enchanting a piece of equipment involves modifying the item to provide a variety improvements. Having better enchantments will greatly improve a piece of a equipment. Some enchantment processes run the risk of potentially breaking the item being enchanted.

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.


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.


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.


Biolab Enchants

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


Temporal Boots Enchants

Main article: Temporal Boots Enchants

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


Hidden Enchants

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.


Card Slotting

Main article: Slotting

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.


Enchantment Descriptions

While certain enchantments are quite simple and straightforward (like an INT +4 enchant that simply gives four INT), some are a special type of enchantment. These special enchantments have multiple levels and may give multiple effects within a single enchantment.


HP

Enchant Type Enchant Description
HP Lv.1 Max HP +1%
HP Lv.2 Max HP +2%
HP Lv.3 Max HP +3%
HP Lv.4 Max HP +4%
HP Lv.5 Max HP +5%


Archbishop

Enchant Type Enchant Description
Arch Bishop Lv.1 Healing done +3%
Arch Bishop Lv.2 Healing done +6%
Arch Bishop Lv.3 Healing done +9%
Arch Bishop Lv.4 Healing done +12%


ASPD

Enchant Type Enchant Description
ASPD Lv.1 ASPD +1
ASPD Lv.2 ASPD +2
ASPD Lv.3 ASPD +3
ASPD Lv.4 ASPD +4


Expert Archer

Enchant Type Enchant Description
Expert Archer Lv.1 Ranged Damage +2%
Expert Archer Lv.2 Ranged Damage +4%
Expert Archer Lv.3 Ranged Damage +6%
Expert Archer Lv.4 Ranged Damage +8%
Expert Archer Lv.5 Ranged Damage +10%
Expert Archer Lv.6 Ranged Damage +12%
Expert Archer Lv.7 Ranged Damage +14%
Expert Archer Lv.8 Ranged Damage +16%
Expert Archer Lv.9 Ranged Damage +18%


Fatal

Enchant Type Enchant Description
Fatal Lv.1 CRIT +1
Critical Damage +4
Fatal Lv.2 CRIT +2
Critical Damage +6
Fatal Lv.3 CRIT +3
Critical Damage +8%
Fatal Lv.4 CRIT +4
Critical Damage +10


Fighting Spirit

Enchant Type Enchant Description
Fighting Spirit Lv.1 ATK +6
HIT +2
Fighting Spirit Lv.2 ATK +9
HIT +3
Fighting Spirit Lv.3 ATK +12
HIT +4
Fighting Spirit Lv.4 ATK +15
HIT +5
Fighting Spirit Lv.5 ATK +18
HIT +5
Fighting Spirit Lv.6 ATK +21
HIT +5
Fighting Spirit Lv.7 ATK +24
HIT +5
Fighting Spirit Lv.8 ATK +27
HIT +5
Fighting Spirit Lv.9 ATK +30
HIT +5


Heal Amount

Enchant Type Enchant Description
Heal Amount Lv.3 Healing done +6%
SP Consumption +5%
Heal Amount Lv.4 Healing done +12%
SP Consumption +10%
Heal Amount Lv.5 Healing done +20%
SP Consumption +15%


Magic

Enchant Type Enchant Description
Magic Lv.1 MATK +1%
Fixed Cast Time -1%
Magic Lv.2 MATK +2%
Fixed Cast Time -1%
Magic Lv.3 MATK +3%
Fixed Cast Time -1%


Sharp

Enchant Type Enchant Description
Sharp Lv.1 CRIT +6
HIT +2
Sharp Lv.2 CRIT +9
HIT +3
Sharp Lv.3 CRIT +12
HIT +4
Sharp Lv.4 CRIT +14
HIT +5
Sharp Lv.5 CRIT +18
HIT +5


Spell

Enchant Type Enchant Description
Spell Lv.1 MATK +6
Variable Cast Time -4%
Spell Lv.2 MATK +9
Variable Cast Time -6%
Spell Lv.3 MATK +12
Variable Cast Time] -8%
Spell Lv.4 MATK +15
Variable Cast Time -10%
Spell Lv.5 MATK +18
Variable Cast Time -10%
Spell Lv.6 MATK +21
Variable Cast Time -10%
Spell Lv.7 MATK +24
Variable Cast Time -10%
Spell Lv.8 MATK +27
Variable Cast Time -10%
Spell Lv.9 MATK +30
Variable Cast Time -10%


Special Enchants

Enchant Type Enchant Description
Hawk's Eye Grants DEX +200 and drains 50 SP every second for 5 sec when ranged physically attacking by a chance (2%).
Lucky Day Grants LUK +200 and a very low chance (0.5%) to obtain Treasure Box upon killing monsters for 5 sec when physically or magically attacking by a chance (3%).
Muscles of Steel Grants DEF +1000 and reduces your Physical and Magical Damage dealt by 50% for 5 sec when physically attacked by a chance (5%).
Reckless Magic Grants INT +200 and drains 200 SP every second for 10 sec when magically attacking by a chance (4%).
Speed of Light Grants ASPD +100%, Perfect Dodge +100 and drains 400 HP and 40 SP every second for 5 sec when physically attacking by a chance (2%).
Strenght of Bear Grants STR +200 and drains 500 HP every second for 5 sec when melee physically attacking by a chance (3%).