Alistine
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Hello, and Welcome to A Beginner's Guide to Life the World and Everything
Part 2: Suicide through RNG The Magical World of Enchanting
Introduction
Hello and welcome to the second part of this comprehensive guide, today we'll be focusing on choosing enchants and set effects. This version is coming out before a guide to weapons and equipment sets due to the opening of the Custom Enchant Submission page and will explain everything from low level enchants to high level ones as well as where to get most of the enchants listed here both in the normal content as well as custom content. If this sounds confusing or overly complicated, dont worry. Its actually really basic and if you follow this guide you should be able to know the basics of how to get to end game through enchanting. Please send any and all feedback directly to me @: )#0305 on discord. I'll add or correct any information where needed.
Additional thanks to Zeruah, Rinrin, Natsimi, and Sushiburger for some suggestions and correcting misleading or false information.
So, what is enchanting?
Enchanting is the most effective way to either destroy your gear or enhance your power greatly. around 30% of the damage you can obtain in this game is from enchantments, meaning if you get a full set of gear, the right weapons, and all the BIS enchants you'll end up dealing around 40-50% of the damage of a maxed out character even if you have low stats. This is why equipment locking and personalized enchants are were a thing.
Does this sound too good to be true? Well it is and it isn't. Most enchants are either exceedingly difficult to get, limit gear options, require hellish bridges, or are completely useless. This is on top of being a system that regularly destroys gear and has an annoying expiration/bridging system that prevents you from storing scrolls and makes them useless after a time.
Expirations lock you out of using the scrolls and make them virtually worthless after a period of time. Enchants can (unless otherwise be stated) only be used on items that are within 1 tier under them or higher. Meaning if you have a rank 8 enchant you can only put it on a rank 9 to a rank 1 base. Bridging is the act of building up an item to allow more powerful enchants. Additionally every time you fail an enchant you lose MAXIMUM DURABILITY on the item. This means each failure reduces the total life of your equipment, or in the worst of cases such as for r5+ enchants, INSTANTLY DESTROY YOUR GEAR. (You have been warned)
There is also a burning system which allows enchanted gear to be recycled, returning the enchant to you while destroying the base gear. The success rate for this is not 100% though, and caps at around 80%. This requires an enchanter (who’s skill rank is used), firewood (which has it’s tier used), a holy water of lymilark, and either a mana or a stamina herb depending on who is disenchanting.
Enchants also have tiered and encompassing categories that limit what they can be enchanted on. For example, enchants that can be applied on Footgear can go on shoes, greaves, boots, and magical footwear, but greave enchants cant go on shoes. Some enchants come pre-enchanted on gear, such as the infamous Sniping Honey Hat, or the much more accessible and common Delusional/Stiff hats from fiodh and rundal (more on those below). These enchants when burned retain their category lockouts, but while on the gear function like any other enchantment.
Now for some more exposition.
Lets start with the most basic of basics: Stats
This section is ONLY FOR ABSOLUTE BEGINNERS. And Kamuna If you already have a grasp of the gameplay feel free to skip this part, but you might still be able to learn a thing or two.
Ok so the base stats are largely straight forward and listed below:
Maximum damage - The most important stat on weapons for melee and range, directly affects how much damage you do with every hit. No cap
Minimum damage - Much less useful stat which is largely mitigated by the following stat, balance. Hard Capped at maximum damage.
Balance - Affects the "range" of damage selected making it more likely you hit closer to your maximum damage. Usually easily capped, so its less important and usually worthless. Capped at 80%,
Critical - Affects your chance to critically strike an enemy. The second most important stat to get, and you usually want as much as you can get within reason. technically capped at 30% as post protection reduction cap is 30%, but has a logical cap at 230% and a hard cap at 999%. Usually for int-adv missions and dungeons you want ~70%, for HM dungeons and missions you want ~100% and for elite and peaca int tier content you want ~130-150%
Magic Attack - A multiplier on damage from spells. No cap.
Injury rate - The amount of Wounds you inflict. IE the amount of life that cannot be regenerated when hit. Largely worthless as regeneration effects are rare.
Strength - One of the 5 Primary attributes, increases melee damage at a rate of 2.5:1 max. Hard to get from skills so its almost always valuable on enchants. Hard Capped at 999.
Dexterity - One of the 5 Primary attributes, increases Bow/Crossbow damage and balance at a rate of 2.5:1 and 4:1 respectively and increases life skill success rate. Reasonably difficult to get but Cap-able so its usually a good stat to get but can be worthless while transformed in the highest levels of play. Hard capped at 999.
Intelligence - One of the 5 Primary attributes, increases magic attack and defense at a rate of 20:1 and magic balance. Easy to cap in trans, harder to cap out of trans but still doable. Hard capped at 999.
Will - One of the 5 primary attributes, increases critical strike chance at a rate of 10:1 and slightly increases the chance of going into deadly. nearly impossible to cap. Hard capped at 999.
Luck - One of the 5 primary attributes, increases critical strike chance at a rate of 5:1 and grants increased chance of lucky finishes and lucky gathers. Hard capped at 999, not that it is possible.
Defense - A flat damage reduction number for all non-spell attacks available from armor and shields.
Protection - A % reduction that applies post defense. Additionally every 1% lowers enemy critical strike chance against you by 2% and the wound rate of attacks by 2% Hard capped at 100% (ie 100% damage reduction) and is possible to cap on every race, if difficult to do.
Beginner Enchants <Early Game>
Now that you know what the stats are and which are relevant to you, what should you do? This section will be separated by class for Melee, Range, Fire alchemy, Water Alchemy and Magic on early game enchants available to players of any level above 300 to maximize your damage potential and make it easier to get into mid-late game. Enchants listed here will require no bridge (or 1 maximum) and are available from easy content that is available to beginners. For golem users you only need an earth cylinder available from vendors, no enchants needed.
If you want to create enchants, this section should give you an idea of early to mid game enchant balance for gear slots. If you create something that is stronger than this level it will likely end up being difficult to get.
Melee
To unlock all your gear a small investment into other classes is required. Get alchemy mastery to rC(B optionally) and ranged attack to B.
Prefixes:
Color 2~4 max rA/all (Recommended for hats and accessories)
Comes from: Conflict Basic
Requirements: rB Alchemy Mastery (low AP cost)
Comes from a mission that is spammed a lot, join public parties and hope for drops from the end chest
Fox:2~4 max rB/all (Recommended for hats and accessories)
Obtain from: Ciar normal and rabbie as monster drops.
Requirements: None
Doesn't require alchemy mastery, but also is slightly more difficult to obtain.
Wolf Hunter's 4~6 max rC/Weapons (Recommended for weapons)
Wolf Hunter's is relatively easy to obtain, either from alby int or from black dire wolves in the field.
Requirements: None
Its a weapon prefix that offers substantially higher damage than color or Fox, with 2 granting 0~8 bonus max damage.
Sacrificial 6 max 2 str rC /Gloves+Shoes (Recommended for both Gloves and Shoes)
Obtain from: "Cleanse the Graveyard" in Taillteann.
Requirements: rC smash to use
Relatively straightforward upgrade from Fox, provides 0.8~2.8 max per enchant over fox/color.
Victorious 6 max -1% crit rC/Body slot
Obtain from: Fiodh int for 2.
Requirements: None
A bit expensive to buy the pass for this, but is a solid upgrade from Color.
Stiff 10 crit rX/Hat Slot
Obtain from: Rundal
Requirements: None
Comes pre-enchanted, at the cost of fancy you can get some extra crit for smashing.
Suffixes:
Wild Boar: 1~3 max rB/all (Recommended for all gear besides weapons and hats)
Obtain from: from DFC2 int/adv (basic at a very small rate), or plateau boars in Taillteann at a slightly lower rate. Also comes from Fiodh Advanced Boars.
Requirements: alchemy mastery to be rank C or higher to use.
You'll want to put this in every slot while you're starting. DFC2 isn't bad money either and should cover repairs.
Crow: 5~8 max r9*/Weapons (Recommended for weapons)
Obtain from: Enemy behind Int, Edern's advanced weapons tab (Uncommon), Pet Fetch, Solea Chests(Uncommon)
Requirements: Smash r9
This requires a rank A bridge. Thief drops commonly from Ciar as a burn and can be placed on a weapon at a relatively high rate.
Delusional 8 max rX/hats(Recommended for Humans)
Obtain from: Fiodh int for 4
Requirements: Ranged Attack rB
This is pre-enchanted which means you give up 10 crit via stiff as a prefix.
Now that you know what the stats are and which are relevant to you, what should you do? This section will be separated by class for Melee, Range, Fire alchemy, Water Alchemy and Magic on early game enchants available to players of any level above 300 to maximize your damage potential and make it easier to get into mid-late game. Enchants listed here will require no bridge (or 1 maximum) and are available from easy content that is available to beginners. For golem users you only need an earth cylinder available from vendors, no enchants needed.
If you want to create enchants, this section should give you an idea of early to mid game enchant balance for gear slots. If you create something that is stronger than this level it will likely end up being difficult to get.
With a full set of 2 accessories, 2 weapons, and every piece of gear enchanted with average rolls this will take you up a whooping 70 (56.6~82.6) max damage. Keep in mind, none of these enchants are particularly difficult to obtain, and getting a set with all of this gear should be fairly straightforward.
This value is also doubled when using windmill or smash while dual wielding for effective damage, which is why it is recommended to do so.
Archery
Beginner enchants are the same as Melee enchants. Rank smash to C and alchemy mastery to B. The bow suffix is the only thing you should change:
Suffix
Fancy 10.4 max rX/Hats+rB/Bows
Obtain from Fiodh int for 4
With 2 accessories, a bow, and every piece of gear enchanted with average rolls this will take you up 62(53.8~71.8) max damage.
Water Alchemy
As stated in the previous thread, water alchemy only scales with water alchemy damage. This means that there aren't many water alchemy enchants you can use. Additionally before getting the ungodly amount of gear it requires to crit, you will virtually never do so as cylinders have near non existent crit. Also most of the enchants required come from high end content. It is HIGHLY recommended to start off with a different class than water alchemy.
Suffix
Water Drop +5 alchemy damage rA/all
Obtain from: Their method, SCC int-adv (Very Common)
Requirements: None
100% Increased repair fee makes it undesirable for accessories unless you plan on burning and re enchanting.
Using 8x Water Drop on every piece of equipment gives +40 water alchemy damage (Wow! its still shit!)
Fire Alchemy
Most of fire alchemy enchants are the same for beginners as for the highest levels of play. That means that unless you push yourself into higher level content you’ll be doing base damage which isn’t very good. Since they're on the edge between beginner enchants and higher level enchants in ease-of-access but they're absolutely massively helpful so I'll put the easier to get ones here.
Prefixes
Hot Foot +8 Fire Alchemy r9*/Boots
Obtain from: Strange Books (item) in GoP (Any Difficulty, very rare - Recommended Adv for Heated + Shock pages)
Requirements: None
Needs a prefix bridge. Color is your best bet.
Heated +6 Fire Alchemy rA/Accessory
Obtain from: GOP Advanced/HM
Requirements: None
Accessory repair cost is very high, so save these for when you need to push your character.
Using those 3 enchants you can get +20 Fire Alchemy damage, but fire alchemy damage is about twice as powerful as water alchemy damage due to how fire alchemy charges work.
Magic
Magic scales primarily with the intelligence and m-attack of your weapons, so there aren't very many enchants available for beginners. These are similar in difficulty to get to fire alchemy enchants so I'll put them all here.
Prefixes
Mana Needle +2 Mattack r9* Wands and Staves
Obtain from: Fomor Attack Elite, The final boss of A1S2, Heart of Viridius
Requirements: None
Requires a prefix bridge, use color
Mystical +2 Mattack r8* /all
Obtain from: Black herb
Requirements: r9 Enchanting
Requires a 2 enchant bridge, easier on some gear than others.
Mana Hammer +3~5 Mattack r3**/Gloves
Obtain from: Auction. min bid 2m, realistically 8-15m depending on who is there
Requirements: Ice Spear r5, r7 Blaze
Enchant available regardless of rank. This is only really on here to let you know to stalk auction. Thing happens at 9pm server time and you might be able to snag this and either use it or scalp the price.
Suffixes:
Sprout +7 int rD/all
Obtain from: New King's Request
Requirements: None
Its a bit uncommon.
Altogether that's +16%, +19% with mana hammer, or +14% with a staff and +17% with a staff and mana hammer. A single weapon gives you around +30-+40%, and your int gives you +49% so once again enchants aren't really required for magic.
Intermediate to Advanced Enchants <Mid to Late Game>
This part of the guide will focus on what you do after you hit 1k. Its assumed you have a guild to play with and have ranked skills. As such I will not include requirements here anymore except in special cases. Additionally while this says <mid to late game game>, it doesn't include items from old events (marquis acc), that have impossible drop rates from impossible content(Heres to you conceptual avenger and peel noodle), are incredibly hard to bridge, or are used for meme sets (oblivion on everything, wooden needle tree hat, so on and so forth). Basically if you use these items you should be able to progress through any content, even if they aren’t the absolute most optimal enchants available.
If you want to create enchants then THIS is the section to balance HIGH END to END GAME enchants around. If something is stronger than the listed enchants without having an obvious draw back such as requiring an off meta weapon base like short swords, daggers, a cutlass, or wands for melee attacking with, then ahem it should not be implimented unless the developers want to initiate power creep. Instead try and look for alternative benefits (like giving max damage in exchange for heavily lowering crit, creating hybrid alchemy damage mods, or giving a hybrid critical strike chance and water alchemy damage instead of purely one or the other to make it easier to get into without making it deal more damage globally)
Melee
Weapon
Wyllow/Cypress+Spike
Wyllow:+8~12 max +10 crit -70 stamina @ Peaca Basic end chest (r6 Regardless)
Cypress: +8 max +10 crit -100 stamina @ Pantay Dragonfly (r7 Regardless)
Spike: +14 max @ Ciar Adv (R5 Bridge via Stamp from Cor Invasion golems)
Broken horn OR Honey Sniping hats
Vine/Round/Oblivion+Sniping/Dexterity
Vine:+10 crit @ GoA Avon Int ADV HM, increasing in drop rates with difficulty
Round:+9~12 crit @ Barri Adv (Bad drop rates as extra loot ~2%)
Dexterity: +10 max +3 crit @ SS Int ADV HM and Elite, increasing greatly in drop rates with difficulty
Sniping: +12~18 max @ Vilemaw in caverns pre-enchanted. Human Only
Broken Horn Body
Ancient/Innocent+Pitch Black
Ancient:+6~12 max @ Auction/DFC2HM (r5 Regardless)
Innocent: +10 max +9 crit @ Alby ADV HM (r8 Theif > homunculus/crafty bridge) Human only.
Pitch Black: +5~15 max @ DFC2HM (r7 thief>homunculus>falcon)
Broken Horn Boots
Oasis+Hawk
Oasis: +6~10 crit @ GoA ADV and HM, increasing in drop rates with difficulty
Hawk: +5 max +1~3 AS @ Balloons .3% drop rate from 51+ stars
Broken Horn Gloves
Marquis/Expansive+Elementalist/dignified
Marquis +10 max +2~4 AS @ Auction (r5 Mana Hammer bridge)
Expansive +10 max +6 crit @ Their Method Elite
Elementalist +8 crit @GoP Elite
Dignified +5~7 crit @Rundal Adv
Accessory
Stout+Earthquake
Stout:+8 max Rundal ADV HM
Earthquake:+6 max Nao's 20th birthday present from Giants, Caverns raid chests.
Archery
Archery's BiS is either HLB or Wing Bow. For Wing Bow take the max damage enchants, for HLB take the crit or hybrid enchants. Either one works btw, the difference only really matters when using dual marquis vs storm arrow peel noodle and a bunch of other random garbage that I dont feel like going into because it is too niche for most of the playerbase to care about. Also I'm not sure who's saying otherwise but Ring bows are utter garbage and even as an ego with 50/all they still can't compete so pass on them. If you already have one, the damage for it should be good enough, but its better to invest gold and time elsewhere. That said, you can enchant the HLB set of enchants on an LLB or non-ego Ring Bow and get similar damage numbers. More on this in the next guide.
Wing Bow
Nobility+Sniping
Nobility: +11~15 max +8 crit Longa Mysterious (r8 color > mirage or Shadow Hunters if you're ballsy and can afford enchant protections bridge)
Sniping: +12~18 max Guardians of Parthalon Advanced (r7 Stamp bridge)
Bohemian hat
Oblivion/vine + Dexterity
Oblivion: +10 max -3 crit @ Long Horn Gnu
Vine:+10 crit @ GoA Avon Int ADV HM, increasing in drop rates with difficulty
Dexterity: +14 max +3 crit @ SS Elite
Bohe body
Restored+White Horse/shard
Restored: +5 max +14~17 crit @ Lingering Darkness
White Horse:+5-7 max +4 crit @ Ciar Adv
Shard:+5 max @ NKR HM (Drops in basic-adv at impossibly low rates)
Bohe Gloves
Marquis/Expansive+Elementalist/dignified
Marquis +10 max +2~4 AS @ Auction (r5 Mana Hammer bridge)
Expansive +10 max +6 crit @ Their Method Elite
Elementalist +8 crit @GoP Elite
Dignified +5~7 crit @Rundal Adv
Bohe Boots
Oblivion+Hawk
Oblivion: +10 max -3 crit @ Long Horn Gnu
Hawk: +5 max +1~3 AS @ Balloons .3% drop rate from 51+ stars
Accessories x2
Oblivion/light/Viscount+lilly
Viscount: +8 max +2 Attack Speed @ Symphony ADV+
Oblivion: +10 max -3 crit @ Long Horn Gnu
Light:+6 max + 2 crit @ Rundal HM Normal (Rare)
Lilly:+6 max + 1 crit @ Nao's 20th Birthday for Elves