Enchant

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Enchanting Items=

Some weapons and armor can be fortified by using Scroll: Enchant Weapon and Scroll: Enchant Armor. There are different enchantment scrolls for each grade of weapons and armor. No Grade items cannot be enchanted.

Almost all weapons and armor can be safely enchanted to +3, but beyond that, success is based on a pre-defined rate of probability. One-piece type armor can be safely enchanted up to +4.

Weapons that are enchanted to +4 glow a light silver, and as the enchantment level increases, the glow deepens to blue and changes to red at high levels.

When enchantment fails, the item will be destroyed and turned into crystals. The number of crystals generated depends on the item's value.

Blessed Scrolls of Enchant Weapon/Armor are similar to normal Scroll: Enchant Weapon and Scroll: Enchant Armor, but the item will not disappear when the enchantment fails. However, upon failure to enchant, the item will be reverted to +0.

It is said that success rates from + 4 or higher (over-enchant) is 66 % at each enchanting. (e.g. Chance of making +10 Dark Screamer would be 0.66^7 (7 over-enchants) = 0.05455 = 5.455%) Also known that the rates of over-enchanting mage weapon, armor and jewelry is very low. you can also exchange your +10 dark screamer for +10 homunkulus sowrd+10 or any other c low grade.


Enchanting Armor Sets

Additional effects will be bestowed when complete armor sets are enchanted to +6 and above. Each individual item in the set will need to be enchanted to +6 or above in order to benefit from the new effects.

These effects differ depending on each individual armor type or grade.


Heavy Armor

S Grade P.Def. +56 MP Regen +2.0

A Grade P.Def. +50 MP Regen +2.0

B Grade P.Def. +44 MP Regen +2.0

C Grade P.Def. +38 MP Regen +2.0

D Grade P.Def. +25 MP Regen +2.0


Light Armor

S Grade Evasion +2 M.Def. +32

A Grade Evasion +2 M.Def. +28

B Grade Evasion +2 M.Def. +24

C Grade Evasion +2 M.Def. +20

D Grade Evasion +2 M.Def. +12


Robes

S Grade P.Def. +36 Weight Gauge +30%

A Grade P.Def. +32 Weight Gauge +30%

B Grade P.Def. +28 Weight Gauge +30%

C Grade P.Def. +24 Weight Gauge +30%

D Grade P.Def. +16 Weight Gauge +30%


Enchanting Skills

Possible skill enchantment root in official CT2

The third class transfer must be completed in order to be able to enchant skills. Speak to the NPC who began the third class transfer quest for more information about enchanting skills.

Skill enchanting differs from the usual method of increasing skill levels. Enchanted skills improve unconditionally, and it is possible to choose specific enchant effects. However, the choice must be made when the skill is initially enchanted. Once the enchantment is selected, other abilities cannot be improved.

The cost of skill enchantment is experience and SP. The Secret Book of Giants is required for the initial enchantment, and if it is successful, only experience points in the current level and SP will be consumed for additional enchants.

There is a probability that the skill enchanting may fail. In the case of a failed enchantment, the skill will revert to the pre-enchanted state.


Special Abilities

Weapons Special Abilities Information

Special abilities, also known as enhancements, can be granted to most C Grade and above weapons. In order to bestow enhancements to weapons, Soul Crystals are required. Grand Magister Jurek of Giran Castle Town can start players on their journey to obtain Soul Crystals.

The level and type of the Soul Crystal, the types of abilities that can be bestowed, and the number of items required to enhance a weapon vary.

Enhancing a Weapon

To enhance a weapon, speak to a blacksmith in the village once you have gathered all of the required ingredients, including the appropriate level Soul Crystal. The blacksmith's fee may vary depending on the Soul Crystal, weapon grade, and castle tax.

Special abilities for A Grade weapons are granted by the Blacksmith of Mammon.

Weapons must be un-equipped in order to be enhanced. Any enchantments on a weapon will remain after it is enhanced, and weapons with special abilities can be enchanted.

Removing Enhancements

Enhancements can be removed by the Blacksmith of Mammon and the Black Marketeer of Mammon.



Enchanting Tatoo's

In our community there is also an option to enchant Tatoo. After the enchantement of a tatoo the positive effect on your statistics will increase and the negative effect(s) will decrease. Enchanting can be done at trader Wesley at the Ivory Tower (lvl 1-->2) and at the Merchant of Mammon (2-->3 and 3-->4). In order to upgrade a soulcrystal of a certain level is required, besides this Mammon also asks for a small fee (Ancient Adena) for his services. Required Soulcrystals:


Unempowered Tatoo's:

Getting Tatoo: --> Tatoo is +8/-8

Upgrading 1-->2: Soul Crystal level 4 --> Tatoo is +8/-7

Upgrading 2-->3: Soul Crystal Level 8 --> Tatoo is +8/-6

Upgrading 3-->4: Soul Crystal Level 11 --> Tatoo is +8/-5


Empowered tatoo's:

Getting Tatoo: Soul Crystal level 4 --> Tatoo is +12/-8/-8

Upgrading 1-->2: Soul Crystal level 6 --> Tatoo is +13/-7/-7

Upgrading 2-->3: Soul Crystal Level 9 --> Tatoo is +6/-3/-3

Upgrading 3-->4: Soul Crystal Level 12 --> Tatoo is +7/-2/-2


Special tatoo's:

Getting Tatoo: / -->Tatoo is +10/-10

Upgrading 1-->2: Soul Crystal level 4 -->Tatoo is +15/-15

Upgrading 2-->3: Soul Crystal Level 7 -->Tatoo is +20/-20

Upgrading 3-->4: Soul Crystal Level 10 -->Tatoo is +25/-25

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