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Item Enchanting

Item Enchanting

Contents:

General Info

Enchantment process

Weapon

Armor

Accessories (rings, earrings, necklaces)

Shields

Sigils

Enchanting of other accessories

List of Enchant Scrolls

General Info

  • Weapons, armor, shields, sigils and accessories can be enchanted using Enchant scrolls for weapons and armor.
  • Enchant scrolls for weapons and armor can be of different grades, from D to A, and can be used to enchant an item of a corresponding grade.
  • Enchantment using scrolls for weapon and armor is safe up to +4.
  • Enchantment increases P./ M. Atk. (Weapon Enchant scrolls) or P./ M. Def. (Armor Enchant scrolls).
  • Special weapons (Boss weapons and Death Knight's Flame Sword) and special armor (for example, Gloves of Silence, Ice Crystal Breastplate) require A-grade Enchant scrolls for weapon and armor. Enchantment adds extra effects and skills.
  • Also can be enchanted: talismans, agathions, hair accessories, belts, cloaks, rare accessories (for example, Queen Ant's Ring, Dragon Valley's Earring). Enchanting of each of those items requires its own special scroll. Enchantment adds extra effects, such as: increased Max HP, Received Damage Decrease, et c.
  • There are different types of Enchant scrolls for armor and weapons: common, improved, cursed.
  • There’s a chance that enchanting will fail. On a failed enchanting attempt, the item is crystallized. The amount of crystals depends on the enchantment level at which the item broke.
    • If the item had a high enough enchantment level, the character will also receive Enhancement Stones for weapons and armor, see more: Enhancement Stones for weapons and armor.
  • On enchantment level of +4 and higher, an additional slot for stones which improve enchantment success rate appears. Although this function is not yet realized on European servers.
  • On a successful enchantment, there’ll be a server-wide notification: on +10 and higher for weapon enchanting, and on +8 and higher for armor and accessories.

Enchantment process

  • Enchantment requires an Enchant scroll and an item that you want to enchant, which should be of the same grade.
  • To open the Enchanting Items interface, click the right mouse button on an Enchant scroll in your inventory.
  • In the Enchanting Items interface, the left slot will contain Enchant scrolls, and in the right slot you’ll need to drag an item that you want to enchant from your inventory.
  • “Start” button will begin the enchantment process.
  • After you press “Start” once, it will be replaced with “Continue” button. “Continue” button will place the same items that had been used before in the slots.
  • “Cancel” button stops the enchantment process and closes the window.
  • On a successful enchantment, the enchantment level increases and a number, like “+1”, appears on the item’s icon and in the name.
  • On a failed enchanting attempt, the item is crystallized, the crystals are the same grade as the crystallized item.
    • Items received on a failed enchanting attempt, as well as their number, are shown in the chat window.
    • If the enchantment level of the item is high enough, the character will not only receive crystals, but also a Weapon Enhancement Stone or Armor Enhancement Stone (depending on the type of the item that had been crystallized).

Enhancement Stones for weapons and armor

  • On a failed enchanting attempt, you receive crystals, but also can receive Enhancement Stones for weapons and armor:
  • The amount of Enhancement Stones depends on the enchantment level at which the item broke:

Weapon:

Grade 7>8 8>9 9>10 10>11 11>12 12>13 13>14 14>15 15>16 16>17 17>18 18>19 19 and higher
D 1 2 3 4 5 6 7 8 9 10 11 12 14
C 2 3 4 7 8 9 12 13 14 17 18 19 25
B 3 4 5 8 9 10 13 14 15 18 19 20 28
A 5 6 7 12 13 14 19 20 21 26 27 28 38

Armor:

Grade 6>7 7>8 8>9 9>10 10>11 11>12 12 and higher
D 1 2 3 5 6 7 12
C 2 3 4 7 8 9 15
B 3 4 5 9 10 11 19
A 5 6 7 13 14 16 26
  • Enhancement Stones can be exchanged for Enchant scrolls for weapon/armor via NPC Galladucci in town of Giran.
Item Price
Scroll: Enchant A-grade Armor (Exchangeable) 1 pc. 368,234 adena + castle tax
Armor Enhancement Stone — 1 pc.
Scroll: Enchant B-grade Armor (Exchangeable) — 2 pcs. 208,234 adena + castle tax
Armor Enhancement Stone — 1 pc.
Scroll: Enchant C-grade Armor (Exchangeable) — 5 pcs. 38,234 adena + castle tax
Armor Enhancement Stone — 1 pc.
Scroll: Enchant D-grade Armor (Exchangeable) — 10 pcs. 8,234 adena + castle tax
Armor Enhancement Stone — 1 pc.
Scroll: Enchant A-grade Weapon (Exchangeable) 1 pc. 3,256,544 adena + castle tax
Weapon Enhancement Stone — 1 pc.
Scroll: Enchant B-grade Weapon (Exchangeable) 1 pc. 656,544 adena + castle tax
Weapon Enhancement Stone — 1 pc.
Scroll: Enchant C-grade Weapon (Exchangeable) — 2 pcs. 316,544 adena + castle tax
Weapon Enhancement Stone — 1 pc.
Scroll: Enchant D-grade Weapon (Exchangeable) — 5 pcs. 156,544 adena + castle tax
Weapon Enhancement Stone — 1 pc.

Weapon

  • Enchanting weapons requires appropriate Enchant scrolls.
  • When a weapon is enchanted, its P. Atk. and M. Atk. are increased.
  • Weapons enchanted to +4 start to glow slightly, with the enchantment level increasing, they start to glow bright-red.
  • The higher a weapon’s enchantment level, the higher the damage when using Soulshots/Spiritshots.
  • The increase of P./ M. Atk. from Enchant scrolls depends on the enchantment level. Scroll: Enchant A-grade Weapon gives a higher increase of P./ M. Atk.

Enchant scrolls for weapons of grades D to B:


Weapon
P. Atk. increase M. Atk. increase
Enchantment +1 ~ +3 Enchantment +4 ~ +10 Enchantment +1 ~ +3 Enchantment +4 ~ +10
One-handed swords
One-handed blunt weapons
Daggers
Spears
+4 +8 +3 +6
Two-handed blunt weapons
Dual swords
Fist weapons
+5 +10 +3 +6
Bow +8 +16 +3 +6

Enchant scrolls for A-grade weapons:


Weapon
P. Atk. increase M. Atk. increase
Enchantment +1 ~ +3 Enchantment +4 and higher Enchantment +1 ~ +3 Enchantment +4 and higher
One-handed swords
One-handed blunt weapons
Daggers
Spears
+10 +30 +6 +18
Two-handed blunt weapons
Dual swords
Fist weapons
+12 +36 +6 +18
Bow +16 +48 +6 +18

Visual effects of weapon enchanting

  • Enchanted weapons receive an additional visual effect in a form of a glow.
Enchantment Effect
+1 ~ +3 No visual effect
+4 ~ +5 Blue
+6 ~ +7 Darker blue
+8 ~ +9 Red
+10 and higher Crimson

Armor

  • Enchanting armor, accessories, shields and sigils requires Enchant scrolls for armor.
  • When armor, shields and sigils are enchanted, their P. Def. is increased. When accessories are enchanted, their M. Def. is increased.
  • On enchantment level of +4 and higher armor increases character’s Max HP.
  • When all parts of a set are enchanted to +6 and higher, extra effects are added. Higher enchantment levels include the effects from previous levels, for example: +10 set will have all effects of each enchantment level (+6, +7, +8, +9 и +10).
  • When all parts of a set are enchanted to +6, +8, +10, armor starts to glow (see Visual effects of armor enchanting).
  • The increase of P. Def. from Enchant scrolls depends on the enchantment level. Scroll: Enchant A-grade Armor gives a higher increase of P. Def.

Enchant scrolls for armor of grades D to B:


Item
P. Def. increase
Enchantment +1 ~ +3 Enchantment +4 and higher
Armor +1 +3

Enchant scrolls for A-grade armor:


Item
P. Def. increase
Enchantment +1 ~ +3 Enchantment +4 and higher
Armor +4 +9

Armor Enchantment HP increase

On enchantment level of +4 and higher, armor increases character’s Max HP:

  • Sealed and unsealed armor gives the same bonus.
  • Armor HP bonus is fixed and isn’t affected by other buffs and modifiers.
Grade/Armor Type +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 and higher
D-grade / Armor 0 0 0 9 26 52 54 56 58 60 62 64 64
D-grade / One-Piece Armor 0 0 0 13 39 78 78 78 78 78
C-grade / Armor 0 0 0 12 36 71 73 75 77 79 81 83 83
C-grade / One-Piece Armor 0 0 0 18 54 106 106 106 106 106
B-grade / Armor 0 0 0 14 42 84 86 88 90 92 94 96 96
B-grade / One-Piece Armor 0 0 0 21 63 126 126 126 126 126
A-grade / Armor 0 0 0 16 47 94 96 98 100 102 104 106 106
A-grade / One-Piece Armor 0 0 0 24 70 141 141 141 141 141

Extra benefits for enchanting armor of grades D to A

  • A-grade sets don’t have an extra benefit for enchanting all parts of a set, but there are effects related to enchanting of separate items.
  • When enchanting all parts of a set to +6 and higher, you’ll receive the following benefits (all consequent effects of a set include the previous effects):
Armor Enchantment value Effect
Heavy Armor Type +6 Max HP increased by 360
Recovery Bonus while standing/ sitting HP +10, MP +4, M. Def. +30
+7 P. Def. + 47, M. Def. + 28
+8 Vampiric Rage +2%, P. Skill Cooldown -4%
+9 Stun Resistance +10%
+10 Bow Resistance +10%, P. Def. +6%
Light Armor Type +6 Max HP increased by 200
Max MP increased by 80
Recovery Bonus while standing/ sitting HP +10, MP +4, M. Def. +30
+7 P. Def. + 47, M. Def. + 28
+8 Speed +4, P./ M. Skill Power +7%
+9 Stun/ Paralysis/ Mental Resistance +5%
+10 Magic Damage Resistance +15%, M. Def. +7%
Robe +6 Max HP increased by 140
Recovery Bonus while standing/ sitting HP +4, MP +6
+7 P. Def. + 47, M. Def. + 28
+8 Power of Healing Magic +52, M. Skill MP Consumption -4%
+9 Paralysis Resistance +10%, Stun Resistance +5%
+10 Debuff Resistance +7%, Received P. Critical Rate -20%

A-grade armor effects

  • Special effects are applied when equipping A-grade armor enchanted to +5 or higher.
  • Effects are applied to each item separately, even if they are not from the same set.
  • Enchantment effect for helmets, top/bottom armor and one-piece armor is the same no matter the type of armor.
Enchantment Helmet Top armor Bottom armor One-piece armor
+5 HP +50 HP Recovery Rate +5 MP Recovery Rate +3 HP Recovery Rate +5

MP Recovery Rate +3

+6 HP +150 HP Recovery Rate +10 MP Recovery Rate +6 HP Recovery Rate +10

MP Recovery Rate +6

+7 HP +300 HP Recovery Rate +11 MP Recovery Rate +7 HP Recovery Rate +11

MP Recovery Rate +7

+8 HP +500 HP Recovery Rate +12 MP Recovery Rate +8 HP Recovery Rate +12

MP Recovery Rate +8

+9 HP +750 HP Recovery Rate +13 MP Recovery Rate +9 HP Recovery Rate +13

MP Recovery Rate +9

+10 and higher HP +1000 HP Recovery Rate +15 MP Recovery Rate +10 HP Recovery Rate +15

MP Recovery Rate +10

  • Gloves and boots are divided into P./M. types
    • P.: Heavy armor, Light Armor (Dark Crystal/Nightmare/Majestic).
    • M.: Robe, Light Armor (Tallum).
Enchantment Gloves (M.) Gloves (P.) Boots (M.) Boots (P.)
+5 M. Skill Power +2% P. Skill Power +2% M. Skill Cooldown -1% P. Skill Cooldown -1%
+6 M. Skill Power +3% P. Skill Power +3% M. Skill Cooldown -2% P. Skill Cooldown -2%
+7 M. Skill Power +5% P. Skill Power +5% M. Skill Cooldown -3% P. Skill Cooldown -3%
+8 M. Skill Power +7% P. Skill Power +7% M. Skill Cooldown -5% P. Skill Cooldown -5%
+9 M. Skill Power +10% P. Skill Power +10% M. Skill Cooldown -7% P. Skill Cooldown -7%
+10 and higher M. Skill Power +15% P. Skill Power +15% M. Skill Cooldown -10% P. Skill Cooldown -10%

Visual effect for armor sets

  • When all parts of a set are enchanted to +6, a silvery glow is added to armor.
  • When all parts of a set are enchanted to +8, a golden glow is added to armor.
  • When all parts of a set are enchanted to +10, a blue glow is added to armor.
  • +7, +9, +11 armor sets get the glow from the previous enchantment level. For example, +7 armor set will have a silvery glow, like a +6 set.

Accessories (rings, earrings, necklaces)

  • When accessories are enchanted, their M. Def. is increased.
  • The increase of M. Def. from Enchant scrolls depends on the enchantment level. Scroll: Enchant A-grade Armor gives a higher increase of M. Def.

Enchant scrolls for armor of grades D to B:


Item
M. Def. increase
Enchantment +1 ~ +3 Enchantment +4 and higher
Rings
Earrings
Necklaces
+1 +3

Enchant scrolls for A-grade armor:


Item
M. Def. increase
Enchantment +1 ~ +3 Enchantment +4 and higher
Rings
Earrings
Necklaces
+3 +7

Shields

  • Only A-grade shields can be enchanted, enchanting increases their P. Def.:

    Item
    P. Def. increase
    Enchantment +1 ~ +3 Enchantment +4 and higher
    Shield +4 +9
  • Enchanting also adds the following extra effects:
(Lv.) Name
Description


Shield Defense +10
Received P./ M. Critical Rate -1%
Max HP +20


Shield Defense +20
Received P./ M. Critical Rate -2%
Max HP +30


Shield Defense +50
Received P./ M. Critical Rate -3%
Max HP +40


Shield Defense +80
Received P./ M. Critical Rate -4%
Max HP +50


Shield Defense +160
Received P./ M. Critical Rate -5%
Max HP +100


Shield Defense +320
Received P./ M. Critical Rate -6%
Max HP +150


Shield Defense +640
Received P./ M. Critical Rate -7%
Max HP +200


Shield Defense +960
Received P./ M. Critical Rate -8%
Max HP +250


Shield Defense +1280
Received P./ M. Critical Rate -9%
Max HP +320


Shield Defense +1600
Received P./ M. Critical Rate -10%
Max HP +500

Sigils

  • Only A-grade sigils can be enchanted, enchanting increases their P. Def.:

    Item
    P. Def. increase
    Enchantment +1 ~ +3 Enchantment +4 and higher
    Sigil +4 +9
  • Enchanting also adds the following extra effects:
(Lv.) Name
Description


Atk. Spd. +4
Casting Spd. +4
All Critical Rate +1%
Max MP +20


Atk. Spd. +8
Casting Spd. +8
All Critical Rate +1%
Max MP +30


Atk. Spd. +16
Casting Spd. +16
All Critical Rate +1%
Max MP +40


Atk. Spd. +26
Casting Spd. +26
All Critical Rate +2%
Max MP +50


Atk. Spd. +70
Casting Spd. +70
All Critical Rate +5%
Max MP +200


Atk. Spd. +90
Casting Spd. +90
All Critical Rate +6%
Max MP +250


Atk. Spd. +140
Casting Spd. +140
All Critical Rate +7%
Max MP +300


Atk. Spd. +200
Casting Spd. +200
All Critical Rate +8%
Max MP +400

Enchanting of other accessories

  • Enchanting of talismans, agathions, hair accessories, belts, cloaks and rare accessories requires special Enchant scrolls for each item type.
  • Enchant success rate, max enchantment value and effects depend on the item.
  • See more about enchanting:
Talismans Agathions Hair Accessories Belts Cloaks Rare accessories

List of Enchant Scrolls

Common Enchant Scrolls

  • Allow enchanting of items. On a failed enchanting attempt, the item is crystallized.
Name
Description

Armor: P. Def. +1
Accessories: M. Def. +1


Armor: P. Def. +3
Accessories: M. Def. +3

Safe enchanting to +4

One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +4, M. Atk. +3
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +5, M. Atk. +3
Bow, firearms: P. Atk. +8, M. Atk. +3


One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +8, M. Atk. +6
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +10, M. Atk. +6
Bow, firearms: P. Atk. +16, M. Atk. +6

Safe enchanting to +4

Armor: P. Def. +1
Accessories: M. Def. +1


Armor: P. Def. +3
Accessories: M. Def. +3

Safe enchanting to +4

One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +4, M. Atk. +3
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +5, M. Atk. +3
Bow, firearms: P. Atk. +8, M. Atk. +3


One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +8, M. Atk. +6
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +10, M. Atk. +6
Bow, firearms: P. Atk. +16, M. Atk. +6

Safe enchanting to +4

Armor: P. Def. +1
Accessories: M. Def. +1


Armor: P. Def. +3
Accessories: M. Def. +3

Safe enchanting to +4

One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +4, M. Atk. +3
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +5, M. Atk. +3
Bow, firearms: P. Atk. +8, M. Atk. +3


One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +8, M. Atk. +6
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +10, M. Atk. +6
Bow, firearms: P. Atk. +16, M. Atk. +6

Safe enchanting to +4

Armor: P. Def. +4
Accessories: M. Def. +3


Armor: P. Def. +9
Accessories: M. Def. +7

Safe enchanting to +4

One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +10, M. Atk. +6
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +12, M. Atk. +6
Bow, firearms: P. Atk. +16, M. Atk. +6


One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +30, M. Atk. +18
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +36, M. Atk. +18
Bow, firearms: P. Atk. +48, M. Atk. +18

Safe enchanting to +4

Improved Enchant Scrolls

  • Improved Enchant scrolls for weapon and armor allow to make a random enchanting. On a failed enchanting attempt, the item is crystallized.
Name
Description

One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +10, M. Atk. +6
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +12, M. Atk. +6
Bow, firearms: P. Atk. +16, M. Atk. +6


One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +30, M. Atk. +18
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +36, M. Atk. +18
Bow, firearms: P. Atk. +48, M. Atk. +18

Safe enchanting to +4

Up to +5, the enchanting is random from +1 to +2.
Success rate to +1 is 65%, to +2 - 35%.

Starting from +6, the enchanting step is +1 only.

Cannot be used for mass enchanting.

Armor: P. Def. +4
Accessories: M. Def. +3


Armor: P. Def. +9
Accessories: M. Def. +7

Safe enchanting to +4

Up to +5, the enchanting is random from +1 to +2.
Success rate to +1 is 65%, to +2 - 35%.

Starting from +6, the enchanting step is +1 only.

Cannot be used for mass enchanting.

One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +10, M. Atk. +6
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +12, M. Atk. +6
Bow, firearms: P. Atk. +16, M. Atk. +6


One-handed sword/ blunt weapon, dagger, rapier, spear: P. Atk. +30, M. Atk. +18
Two-handed sword/ blunt weapon, dual swords, fist weapon, ancient sword: P. Atk. +36, M. Atk. +18
Bow, firearms: P. Atk. +48, M. Atk. +18

Safe enchanting to +4

Up to +5, the enchanting is random from +1 to +2.
Success rate to +1 is 65%, to +2 - 35%.

Starting from +6, the enchanting step is +1 only.

Cannot be used for mass enchanting.

Armor: P. Def. +4
Accessories: M. Def. +3


Armor: P. Def. +9
Accessories: M. Def. +7

Safe enchanting to +4

Up to +5, the enchanting is random from +1 to +2.
Success rate to +1 is 65%, to +2 - 35%.

Starting from +6, the enchanting step is +1 only.

Cannot be used for mass enchanting.

Cursed Enchant Scrolls

Name
Description
When used, enchant value -1.

Only for items enchanted to +1 and higher.
Cannot be used for mass enchanting.
When used, enchant value -1.

Only for items enchanted to +1 and higher.
Cannot be used for mass enchanting.
When used, enchant value -1.

Only for items enchanted to +1 and higher.
Cannot be used for mass enchanting.
When used, enchant value -1.

Only for items enchanted to +1 and higher.
Cannot be used for mass enchanting.
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