Rates
How it works
- Type .enchant to see the live chances - they always match what the enchant scrolls really roll.
- Use the Weapon, Armor and Augment tabs, and the page buttons for long tables.
- Armor, shields and jewels all use the Armor tab.
- Then enchant normally: use a scroll of the item's grade on the item.
What you keep and lose
- Safe enchant is up to +3 (full-body armor up to +4): those steps never fail.
- Maximum weapon enchant: +16.
- Maximum armor enchant: +16.
- On failure, a normal or Crystal scroll destroys the item (you get crystals back); a Blessed scroll keeps it but resets it to +0.
- Blessed and Crystal scrolls roll the same chance as a normal scroll of that grade.
Tips
- Read the table before you risk an item you cannot replace.
Chances
What you keep and lose
- Fighter weapons: 70.0% per step, 35.0% from +15 on.
- Mage weapons: 40.0% per step, 20.0% from +15 on.
- Armor: the chance drops with every level - 66.0% when enchanting from +3, 3.60% from +10.
- A Mage weapon is a property of the item (staves, wands and a few swords), not of your class.
Tips
- VIP adds to every chance below 100%: VIP 1 +2.00%, VIP 2 +6.00%, VIP 3 +14.0%.
Augment
How it works
- Open the Augment tab of .enchant for the full table.
What you keep and lose
- Augmenting applies to weapons, C-grade or better, and always succeeds - the life stone and gemstones are used up either way.
- Skill chance by life stone: No-Grade 15%, Mid 30%, High 45%, Top 60%.
- Glow chance: No-Grade 0%, Mid 40%, High 70%, Top 100%.
- If no skill procs, a base stat is rolled with a 1% chance.
Tips
- Glow is only a visual effect.