Enchanting
Enchanting and Gems
Gems add permanent statistics to compatible equipment. This page explains which gem belongs on which item, the current limits and what happens on success or failure. For recipes, see Merging gems. To recover embedded gems, see Gem Disassembly.
How an upgrade works
- Put both the gem and the equipment in your backpack.
- Use the gem on the equipment.
- The first level of a gem family is guaranteed.
- Further attempts have a success chance. The next chance and current progress are shown by the client after an attempt.
- On success, the family gains one level and the used gem's value is added.
- On failure, the used gem is lost and that family's level drops by 1. The stat granted by its last successful gem is removed.
The ordinary chance progression is 95% for +1→+2, 90% for +2→+3, 85% for +3→+4 and then 5 percentage points less per level. Vocation-only extensions use their own chances; rely on the next-chance message shown by the client before continuing at high levels.
Protection Gem
Protection Gem prevents one tier drop.
- If you carry a Protection Gem, the system automatically places protection before a regular gem attempt.
- A successful attempt keeps the protection for later.
- A failed attempt consumes the protection instead of lowering the gem-family level.
- Only one protection can be active on an item at a time.
Protection Gems can also be crafted for 500 Golden Tokens.
Gem families
The value in the Available values column is the amount added by one gem. Different ranks can be mixed on the same item; each successful gem adds its own value.
| Family | Example | Compatible equipment | Available values per gem | Base cap |
|---|---|---|---|---|
| Mysterious enchant | Swords, axes, clubs and distance weapons: attack and defence. Shields: defence. Head, armor, legs and feet: armor. | +0.5, +1, +1.5, +2, +3.5 or +4 | +9 | |
| Bloody | Wands, melee and distance weapons | +0.5%, +0.75%, +1.25%, +1.5% or +1.75% Life Steal | +9 | |
| Hermes | Wands, melee and distance weapons | +0.1% to +0.5% Attack Speed | +10 | |
| HP Enchant | Weapons, shields, head, armor, legs, feet, earrings, relic, aura orbs, bracelet and wings | +20 HP | +2 | |
| MP Enchant | Same broad equipment group as HP Enchant | +30 MP | +5 | |
| Speed Enchant | Same broad equipment group as HP Enchant | +5 Speed | +3 | |
| Magic Level Enchant | Same broad equipment group as HP Enchant | +1 Magic Level | +2 | |
| Magic | Same broad equipment group as HP Enchant | +10, +20, +30, +40 or +50 Magic Power | +1 | |
| Magical | Wands only | +0.5%, +1%, +1.5%, +2%, +3%, +3.5% or +4% Magic Power | +9 | |
| Melee Skill | Swords, axes and clubs | +1 to +5 Sword, Axe and Club skills together | +10 | |
| Distance Skill | Distance weapons only | +1 to +5 Distance | +10 | |
| Fire / Earth / Energy / Ice | Melee and distance weapons | +1.5% to +3.5% damage of the selected element | +10 per element | |
| Omni | Shields only | +1% to +7% All Elemental Damage | +1 | |
| Healing | Melee and distance weapons | +0.25%, +0.5%, +0.75%, +1.25% or +1.5% Healing | +9 | |
| Critical Damage | Earrings only | +2%, +3%, +4%, +4.5%, +5%, +5.5% or +6% Critical Damage | +4 | |
| Critical Chance | Bracelet only | +0.1% to +0.7% Critical Chance | +4 | |
| Mana Leech | Wings only | +0.2% to +1.4% Mana Leech | +3 |
Vocation Gems and extended caps
| Item | Purpose |
|---|---|
| Assigns the item to Sorcerer/Druid and unlocks that vocation group's higher limits. | |
| Assigns the item to Paladin and unlocks Paladin limits. | |
| Assigns the item to Knight and unlocks Knight limits. | |
| Switches an already assigned item between Knight and Paladin. It does not convert Magician items. |
Important: an assigned item cannot be handled by another vocation. Assignment is intended for equipment you plan to keep using on that vocation.
| Family | Sorcerer / Druid cap | Paladin cap | Knight cap |
|---|---|---|---|
| Mysterious enchant | +9 | +15 | +15 |
| HP Enchant | +4 | +6 | +8 |
| MP Enchant | +11 | +6 | +6 |
| Speed Enchant | +5 | +6 | +4 |
| Magic Level Enchant | +6 | +5 | +5 |
| Magical | +12 | +9 | +9 |
| Melee Skill | +10 | +10 | +15 |
| Distance Skill | +10 | +15 | +10 |
| Omni | +5 | +10 | +10 |
| Healing | +12 | +9 | +9 |
| Critical Damage | +6 | +12 | +10 |
| Critical Chance | +6 | +12 | +12 |
| Mana Leech | +15 | +6 | +6 |
Families not listed in this table keep their base cap. Higher caps do not guarantee success; the special extension chances become much lower near the maximum.
Where gems come from
- Gem boxes and enchanting boxes obtained through gameplay.
- Exchange and crafting options at Archmage Khadrys in Dragon Fall.
- Direct monster and boss loot for selected gem families.
- Other players through the Market.
See Merging gems for every currently supported merge route and box exchange.
Common problems
| Problem | Fix |
|---|---|
| Nothing happens when using a gem | Move the target out of the equipment slot and into a backpack. Check the compatible equipment column above. |
| The item will not accept another gem | The family may have reached its base cap. A matching Vocation Gem is required only when that family has an extended cap. |
| Another vocation cannot move the item | The item has been assigned by a Vocation Gem. Only its assigned vocation can handle it. |
| You want the gems back | Use an Advanced Disenchant Crystal while both items are in your backpack. |
