Enchanting

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Enchanting

Post  Elizabela on Fri Jun 08, 2012 10:31 am

Enchanting can be done using an Enchanting NPC Blacksmith found in most towns.

Before you attempt to Enchant an item it is recommended that you Reinforce it first.
As there is a chance the item will fail and break during the Reinforcement process. This means that you will also lose your Enchant. There is no possibility of the item breaking during Enchanting though.

The purpose of Enchanting an item is to add Statistics to an item to suit your specific Class or to boost its current statistics.

As an added bonus this is the process that makes your weapons glow, this glow increases each time the weapon is Enchanted depending on how many Enchantment slots the weapon has.

Basic Enchantment Xeons (Red Stars) will be used for this guide but there are many types and grades of Enchantments available in the game, these are explained in the Guide to Enchantments.

To Enchant an Item you will need an Enchantment Xeon (Red Star) or other Enchantment, Basic Xeons (Green Stars) and Lant.

How to Enchant an item:

1. Choose the Enchanting option at the Enchanting Blacksmith NPC. This will open a window similar to reinforcing.

2. Drag the item you wish to enchant from your bag to slot 1. A new window will now appear showing the items current statistics.

3. Enter the Enchantment Xeon into slot 2. The statistics window will now show what the new item statistics will be if the Enchanting is successful.

4. Click Auto Register. If you have enough of the Basic Xeons for the process in your bag, these will now appear in slot 3.

Below the slots it will also show the success rate in percent (%) and the cost of the process in Lant.

The first Enchantment will always have a 100% success rate. If you have a particularly high level, expensive or special enchant you wish to use this is the time to use it to ensure it is not lost to failure.

5. If you are happy with the chance of success Click OK. This will take you to a card screen the same as with reinforcing but again has no effect on whether the process is successful or not.

6. Choose a card and click it. The item will now appear back in your bag whether the process succeeded or not.

7. If the item has another Enchantment slot and you wish to Enchant again, click Again.

If an item fails during enchanting you will lose the Enchantment, the Basic Xeons and the process fee Lant. The Enchantment slot will also now become unusable.
This will be shown on the item like this: 1/1(-1)
What this means is before Enchanting the item had 2 Enchantment slots 0/2
1 Enchantment was successful but 1 failed = 1/1(-1).

Failed slot recovery will be covered later in the guide. (Enchanting Failure Recovery).


The number of Enchantment slots available on each item is dependant on the Level of the item.

Examples:

Aegis upper armor – Ordinary - Level 5 - Enchanting stage 0/1 = 1 Enchantment slot

Guardians Gloves – Ordinary – Level 25 – Enchanting Stage 0/3 = 3 Enchantment slots

FOC Khrentium Lower Armor – Ordinary – Level 35 – Enchanting Stage 0/4 = 4 Enchantment slots

Lab C-S ID Belt – Supernous – Level 55 – Enchanting Stage 0/6 = 6 Enchantment slots.

Etc up to 0/8 slots on Carus items.


The success rate lowers for each Enchantment:

1/8 = 100% success rate
2/8 = 90% success rate
3/8 = 70% success rate
4/8 = 50% success rate
5/8 = 30% success rate
6/8 = 20% success rate
7/8 = 10% success rate
8/8 = ??% success rate


Happy Hours, Forge Events:

During Happy Hours Enchanting Success rate is raised by 5%.

During Forge Events Enchanting success rates are normally raised by 10%.

Happy Hours and forge Events will stack giving an extra 15% Enchantment Success Rate.


Advanced Enchanting:

The following guides mainly apply to high level, rare and expensive items as a lot of Lant or even real money is needed.

Improvement Xeons:

Slot 4 on the Enchanting window is for Improvement Xeons.

Enchanting Success Rate Xeons are available from the Item Mall / Cash Shop
These increase the success rate by 10%
These Xeons are often received as event reward items but the percentages (%) may vary.


Enchanting failure Recovery:

Enchanting Restoration Xeons are available from the Item mall / Cash Shop.
These Xeons will restore a failed Enchantment attempt by reversing the last Enchantment process by one step. This will reopen the failed Enchantment slot allowing you to try again.

BE WARNED if you continued Enchanting after the failure this reset will undo the last Enchantment attempt even if it was successful.

To use a Recovery Xeon choose the Enchanting Failure Recovery option at an Enchanting Blacksmith NPC.
Restoration Xeons are expensive at 250 Mall points each (Approx 3 million Lant from an in game seller).


Resetting All Enchantments:

This process is known as cleaning. All Enchantment stages are reset, both failed and successful, leaving the item clean of Enchants.
This is normally done to an item bought from the Auction House or another player, allowing you to Enchant it with your own choice of Stats.
This is often done to items of high value before selling as clean items fetch a higher price.

To reset all Enchanting, choose this option at an Enchanting Blacksmith NPC.
Enchanting Reset Xeons are available from the Item Mall / Cash Shop for 100 Mall Points each (Approx 1.2 million Lant from an in game seller).


Extracting Successful Enchants:

This process is used to remove a successful Enchantment.
As both the item and the Enchant are undamaged during this process, this will allow you to either move a valuable Enchant to another item or replace a bad enchant with a better one.

Two items are available for this process:

1. Enchanting Xeon Extractors are available from the Item Mall / Cash Shop for 150 Mall Points (Approx 1.8 million Lant from an in game seller).

2. Reconstruction of ancient Ruins #1 Xeons are available to buy with SvS points + Lant from the SvS Battlefield Reward Merchant NPC’s found in most towns.

Enchantments and Buff / DeBuff guide

There are many different Enchantments available in the game, far to many to list them all individually so only a few examples will be given. ( A full list of Enchantments can be found on requiemwiki but this may not be up to date.)
Descriptions will be given about the Grades, Groups and where to find or buy them.


Basic Enchantments: - Grade Ordinary

These are the standard Enchantments that can be dropped by all mobs and given by some Quests in the game.
All statistics are represented by these Enchantments and are the ones to use on lower level chars (Unless the chars is a static low level FOC Twink) until Level 65+.

These Enchantments are grouped limiting you to what items can be Enchanted with which Enchants.

Examples:

Physical Attack Power Xeon – Physical Damage 1.0 – 2.0 – Weapon only.

HP Xeon - HP 15 – Ornament only.

Physical Defence Xeon – Short Range Defence 10, Long Range Defence 10 – Armor only.

Intelligence [INT] - INT 2 – Armor / Ornament.

Property Magic Attack [Elec] 1-1 – Armor Ornament.

Property Magic Resistance [ELEC] 1.00% - Weapon / Armor / Ornament.


Ion Mine Enchantments: - Grade Ordinary

These Enchantments are bought from Ion Mine Reward Merchant NPC's found in most towns.
You will need both Ion Mine (IM) points and Lant to buy these.
They are very similar to the basic Enchantments but give slightly higher Stat values.
Ion Mine Enchantments are also grouped.

Examples:

Ion Mine Physical Attack Power Xeon.
Physical Damage 2.0 – 3.0 – Weapon only – Cost = 124 IM Points + 28,279 Lant.

Ion Mine HP Xeon
HP 20 – Ornament only – Cost = 138 IM Points + 31,368 Lant.

Ion Mine Short Range Defence Power Xeon
Short Range Defence 15.0 – Armor only – Cost = 55 IM Points = 12,691 Lant.

Ion Mine Long Range Defence Power Xeon
Long Range Defence 15.0 – Armor only – Cost = 55 IM Points = 12,691 Lant.

Ion Mine Intelligence [INT] Xeon
Intelligence [INT] 3 – Armor / Ornament – Cost = 110 IM Points + 25,529 Lant.

Ion Mine Property Magic Power Attack [ELEC] Xeon
Magic Damage [ELEC] 1 – 2 – Armor / Ornament – Cost = 124 IM Points + 28,224 Lant.

Ion Mine Property Magic Resistance [ELEC] Xeon
Property Magic Resistance [ELEC] 1.50% - Armor / Ornament – Cost = 69 IM Points + 15,680 Lant.


Server Versus server (SvS) Enchantments - Grade Eximius

These Enchantments can be bought from the SVS Battlefield Reward Merchant NPC's found in most towns
You will need both Server Vesus Server (SVS) points and Lant to buy these.
They are not group specific and can be applied to Weapons, Armor or Ornaments.

Examples:

Physical Power of Ancient Ruins[PHYSICAL]
Physical Damage 3.0 - 3.0 - weaopn / Armor / Ornament - Cost = 783 SVS Points + 277,952 Lant.

Magic Power of Ancient Ruins[ELEC]
Magic damage[ELEC] 3.0 - 3.0 - Weapon / Armor / Ornament - Cost = 783 SVS Points + 277,830 Lant.


Advanced Enchantments

All the following Enchantments give two added Statistics on each Enchantment.


Ruinhorn Enchantments: - Grade Rare

These are dropped by the Raid Boss Ruinhorn. They are Group specific.

Examples:

Ruinhorn's Breathing - HP 40, MP 20 - Ornament Only

Ruinhorn's Claw - Physical Damage 4.0 - 5.0, Physical Critical Rate 1.0% - Weapon Only.

Ruinhorn's Claw - Magic Damage [ELEC] 5.0 - 6.0, Sill Critical Rate 1.0% - Weapon Only.

Ruinhorn's Remains [STR][DEX] - STR 4, DEX 4 - Armor / Ornament.

Ruinhorn's Scale - Long Range Defense 20, Evasion 100 - Armor only.


Biskra Enchants - Grade Rare

These Enchantments are dropped by the Raid boss Biskra and can only be applied to armor or Ornaments.
All Biskra Enchantments give Accuracy plus one other statistic.

Examples:

A Piece of Ammonite [DEX] - DEX 6, Accuracy 100 - Armor / Ornament.

A Piece of Ammonite [CON] - CON 6, Accuracy 100 - Armor / Ornament.


Doom Cheras Enchantments - Grade Carus

These Emnchantments are dropped by the Raid Boss Doom Cheras and can only be applied to Armor and Ornaments.
All Doom Cheras Enchantments give Long Range Defence plus one other statistic.

Examples:

Doom Cheras Scale [DEX] - Long range defence 20, DEX 6 - Armor / Ornament

Doom Cheras Scale [INT] - Long range defence 20, INT 6 - Armor / Ornament


Buff and DeBuff skill Enchantments - Grades are Level dependant

These are special Enchantments.
They are applied to items using the Enchanting Backsmith NPC the same as any other Enchantment.
Only one Buff or DeBuff Enchantment can be applied to each item and they fall into two Groups, Weapon only and Armor / Ornaments.


Armor Buff Enchantments

These are player activated Buffs similar to Skill Buffs.
Once an item of Armor or an Ornament has been Enchanted with a Buff Enchantment and re-equiped to the char, open the Skills Window and select the Equipment Tab. This new window will show the Buffs Enchanted to your equiped items.
Drag the Buffs from here to an Action Bar and click to activate the same as any other Buff. These new buffs will normally last for 10 minutes before you need to rebuff.
Armor Buff Enchantments can give a high stat boost to your char. These stats increase the higher the Grade of the Enchantment.

Examples:

Mind Up Lvl 1 - MIND +2 - 10 min buff - Ordinary - Armor / Ornament.

Mind Up Lvl 3 - MIND +6 - 10 min buff - Eximius - Armor / Ornament.

Short Range Defense Power Up Lvl 1 - Short Range Defense +10 - 10 min buff - Ordinary - Armor / Ornament.

Short Range Defense Power Up Lvl 5 - Short Range Defense +50 - 10 min buff - Carus - Armor / Ornament.

Weapon Buff / DeBuff Enchantments

These are similar to Armour Buff Enchantments but activate randomly while you are attacking.

They fall into two Groups:

Group one: Buffs, these Buff your Char randomly with a high Stat boost for a short period.

Group two: DeBuffs, the DeBuff the enemy you are attacking lowering a Stat for a short period.

BE AWARE There are a few Buff and DeBuffs for each Statistic. Try to obtain the highest ones you can afford.

Examples:

Physical Critical Up Lvl 1
Buff - Ordinary - Physical Critical rate +1% - Activation Chance 5% - Buff Duration 1 Minute - Weapon only.

Physical Critical Up Lvl 5
Buff - Carus - Physical Critical rate +5% - Activation Chance 5% - Buff Duration 1 Minute - Weapon only.

Physical Critical Double Up Lvl 1
Buff - Ordinary - Physical Critical rate +5% - Activation Chance 5% - Buff Duration 20 Seconds - Weapon only.

Physical Critical Double Up Lvl 5
Buff - Carus - Physical Critical rate +25% - Activation Chance 5% - Buff Duration 20 Seconds - Weapon only.

Short Range Defense Down Lvl 1
DeBuff - Ordinary - Enemy Short Range Defense -30 Def - Activation Chance 20% - Buff Duration 30 Seconds -Weapon only.

Short Range Defense Down Lvl 5
DeBuff - Carus - Enemy Short Range Defense -150 Def- Activation Chance 20% - Buff Duration 30 Seconds -Weapon only.

Short Range Defense Double Down Lvl 1
DeBuff - Ordinary - Enemy Short Range Defense -150 Def - Activation Chance 20% - Buff Duration 10 Seconds -Weapon only.

Short Range Defense Double Down Lvl 5
DeBuff - Carus - Enemy Short Range Defense -750 Def - Activation Chance 20% - Buff Duration 10 Seconds -Weapon only.


Compounding Buff and DeBuff Enchantments:

These are the only Enchantments that are Compoundable to create the next Grade Enchantment.

Four Lvl 1 Enchantments can be compounded into one Lvl 2 Enchantment
Four Lvl 2 Enchantments can be compounded into one Lvl 3 Enchantment
Etc.
Etc.

There is a low success rate for this process and it gets lower the higher the Grade you are trying to Compound. It is also very expensive.

Buff Enchantment Group Codes:

Every Buff or DeBuff Enchantment has a code, these codes are very important as two Enchantments sharing the same code cannot be activated at the same time.
If two Armor Buffs share the same code when you activate the second Buff it will overbuff and cancel the first Buff.
If a Weapon Buff or DeBuff shares the same code as an activated Armor Buff the Weapon Buff will not activate at all.

Example:

Evasion Up Lvl - Armor Buff Enchantment - Group code ISCDFN
Short Range Defense Power Up Lv1 - Armor Buff Enchantment - Group code ISCDFN

The two Buffs shown share the same code and therefore only one can be activated at a time. See the Armor Buff Category chart below to keep from causing any cross-overs when choosing which enchantment buffs add to your armor / accesories:

ISADFN

Accuracy Up
Evasion Up
Long Range Defense Power Up
Short Range Defense Power Up

ISASN

Constitution Up
Dexterity Up
Intelligence Up
Mind Up
Strength Up

ISABR

HP Recovery
MP Recovery

ISAB

Max HP Up
Max MP Up

ISADMN

Magic Attack Power Up
Physical Attack Power Up
Physical Critical Up
Skill Critical Up



A few things to be Aware of:

1. Most Enchantments can be found for sale in the Auction House.

2. Enchantments are not Grade specific to the Grade of the item.
This means a Carus Grade Enchantment can be applied to an Ordinary Grade item. This of course would be insane but it is possible.
You only need the Basic Xeons matching the Grade of the item to do this and the cost is the same what ever the Grade of the Enchantment.

3. If you try to put two Buff Enchantments on one item, the second Enchantment will replace the first, but you will lose a second Enchantment Slot.

4. FOC Armor set items have a Buff Enchantment as standard, this cannot be Extracted but can be replaced by applying a new Buff Enchantment. This will lose you one Enchantment Slot.

5. BE AWARE your Char is limited to having a maximum of 16 active buffs at any one time, including party buffs, Regen Heals, Totem Defenses and Stat buffs from other players. Do Not have too many Armor Buffs but select a few you feel will be most benefiial to your Class.
Remember if you get a 17th Buff it will just over Buff your first Buff and this may have been an important one.

6. There are a few other Enchantments that can be found in the game but are highly valued due to their rarity. These will either be rare S1 Enchantments, or Event Enchantments.

Example:

High Rank Physical Attack Power Xeon - Physical Damage 25 - 25 - Event Xeon - Weapon only
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Elizabela
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