<small>'''Currently there are not many prefixes that increase Water Damage on Auranogi.'''<br>Instead, follow the Crit guide for all prefixes, except for Cylinder and Guard Cylinder enchants.'''</small>
<small>Prefixes should be loaded with crit when possible, as Water Cannnon is heavily reliant on critical enchants due to low base crit rate on cylinders. 30% of ''Current MP'' is converted into water alchemic damage. '''Refer to the Critical section and build as necessary.'''</small>
<small>'''Empty slots should be filled with Max damage enchants instead as there are currently not many options to increase fire alchemic damage.'''</small>
<small>'''Empty slots should be filled with Max Damage, as Flame Burst ignores protection for critical calculations.''' When Heat Buster arrives, consider a set that has crit as well as fire alchemic damage.</small>
This guide is a copy of Big's enchanting guide which can be found here, with modifications to fit the wiki as well as any modifications that might have been done by contributors, and new enchants found since then and other data.
Enchanting is the process of imbuing equipment with effects called Enchants, boosting the player's stats while equipped. Enchants are applied to equipment by the use of a magic powder in the right hand and an enchant scroll in the left; magic powder coming in various tiers, and enchant scrolls coming from almost all content in the game. To maximise your chances of successfully enchanting gear, increasing your Intelligence stat up to a maximum of 200 will boost your success rates, along with using higher quality powders and waiting for Lughnasadh (Thursday). By taking advantage of enchanting, you can eventually obtain over 100 extra max damage before taking weapon enchants into account, or enough critical chance to handle any content you face!
Pictured: Enchants on a weapon
If you can't enchant yourself for whatever reason (not having the stats for the success rate you like, or not having the requisite rank for r5+ enchants), you can party up with a fellow Milletian and entrust an enchant to them by holding a magic powder, using the Enchant skill and requesting an enchant from them, to have them enchant the item safely without needing to trade. Take care not to unequip the powder in the process of requesting.
Pictured: Request Enchantment Window
Enchant scrolls have ranks to them, which dictate the difficulty in enchanting them onto your gear, and usually correlate with the power of the enchant, but not always. Just like skills, enchants start at rank F, going through the letters up to A, then from 9 all the way to 2. Enchants rank 4 and up are exceedingly rare, and rank 1 enchants don't exist on Auranogi at the time of writing. Enchants are also designated as either a Prefix or a Suffix; all equipment that has enchantment slots can accept both a prefix and a suffix, and attempting to enchant an item with a prefix or suffix when a prefix or suffix already exists on the item respectively will overwrite the old prefix/suffix with the new one. You'll find that for different pieces of gear, good prefixes might be plentiful but good suffixes are few and far between, or vice versa. Deciding which stats to slot into prefixes and suffixes will end up depending on your playstyle and the type of content you tackle.
To increase your enchanting success rate further, various tiers of magic powder exist that boost the base success rate by a certain amount, along with enchanting on Lughnasadh (Thursday). The powders available in order of increasing bonuses are:
Magic Powder, the most basic tier which comes from low-tier dungeons and can be made with Handicraft.
Blessed Magic Powder, the same tier as Magic Powder, which comes from NPC stores and Enchant Burning.
Elite Magic Powder, a small step above Magic Powder and Blessed Magic Powder, also comes from NPC stores.
Elven Magic Powder, a small step above Elite Magic Powder, comes from mid-tier dungeons.
Ancient Magic Powder, a big step above Elven Magic Powder, currently provides the highest success rates on Auranogi. Comes from high-end dungeons and as a drop from Ancient-titled monsters.
While you go about your adventurers, you may come across enchants that are rank 9 and above. Unless the enchant explicitly states Enchant enabled with no rank limit, you'll need to do what is referred to by the Mabinogi community as Enchant Bridging or just Bridging.
Enchant bridging means that to enchant a rank 9 or higher enchant on a piece of equipment, there must already exist an enchant of the same type (prefix/suffix) on the equipment, at a minimum of one rank lower than the enchant you want to attempt to enchant. This means that to enchant a rank 7 prefix, the item must already have a rank 8 or higher prefix on it already.
A lot of high rank enchants will allow bypassing this requirement when it states Enchant enabled with no rank limit, which can be used to skip lengthy chains of enchanting. An example is the Abysmal enchant (Rank 6 suffix for shields), which traditionally needed a long enchanting sequence from rank A to 9 to 8 to 7 to 6, but this can be bypassed with the Count enchant (Rank 5 suffix for shields) which is a very common drop from Ancient mobs.
You'll find a lot of common enchants from mid-game to endgame will be rank 9 enchants, which can simply be bridged by a single rank A enchant already enchanted onto the item. If you want to know more about what sequences to use, you can find a work in progress list in Enchant Sequences or Mabinogi World Wiki Enchanting Sequences. Note that not all enchants on the Mabinogi World lists are available; some may have changed ranks, and enchant sequencing is no longer a feature on Official Mabinogi as all enchants are now enabled with no rank limit.
Enchants will almost always have some sort of restriction on what they can be applied to, with some exceptions. While you might think it would only vary depending on the slot, enchant restrictions can also be more nuanced; differentiating between Shoes and Greaves or Footwear, Gloves and Gauntlets or Handgear, Hats and Helmets or Headgear, etc.
While this might seem pedantic and you might think it won't matter, it can have an impact on what enchants an item can receive, and even how you tackle Bridging. For example, Mana Hammer can go on any handgear, but Fortunate which can be bridged off of it only goes on Gloves, meaning that gauntlets could accept the Mana Hammer but you would be unable to enchant Fortunate onto them afterwards. Advantage can only go on hats and not helmets. Ambush can only go on clothing and not armor.
Many restrictions like this exist, so plan carefully what gear you're enchanting so you don't get caught out by one of these rules.
Nothing in life is without risk, and Enchanting in Mabinogi is no exception. Success is not guaranteed when enchanting, and each failed enchant poses a risk to the equipment you enchant. Letter-ranked enchants only have a chance to consume a random amount of maximum durability, while ranks 9 to 7 guarantee at least one point is lost, up to very significant amounts with huge failures and high-ranked enchants. Luckily on Auranogi, most equipment is easily replaced, so please don't be discouraged from enchanting by the thought of losing durability on your gear. Early enchants pose little risk to your gear and durability decays slowly enough already, and anything that isn't a weapon is usually very expendable, so you can get more equipment to replace damaged goods when attempting to enchant.
Because of the risks with enchanting, it forces players to be cautious about not only what enchants they put on their gear, but also the order in which the enchants are applied. If you have a rank 6 prefix and a rank A suffix, assuming both are equally rare, you might want to get the rank 6 enchant on first and sacrifice as much gear as it takes to get it on, then put on the relatively less-risky rank A enchant. However, if the rank A enchant was more common, you might instead decide to enchant that on first and then risk blowing it up with the rank 6 enchant, if you want no risk of the rank A enchant wrecking the durability after the rank 6 enchant. There's no clear cut answer to the order of operations, so using your judgement on the rarity of your enchants is key.
Rank 6 enchants and above will completely destroy the equipment you attempt to enchant if you fail, so keep this in mind! Always have backups of what you intend to enchant; it never hurts to have extras.
When failing an enchant, a portion of the durability of the scroll itself is consumed, denoted as a % on the scroll. When a scroll hits 0% durability, you can no longer attempt enchanting with the scroll, and must discard it. One of the few benefits of ranking the Enchant skill is that a scroll loses less durability per failure, down to 5% of the scroll's durability at rank 1, meaning you have 20 attempts with the scroll before it runs out.
So, you found a cool pre-enchanted piece of gear from a dungeon, or you're finished with a piece of gear that's outlived its usefulness but you want to somehow reclaim those enchants? This is where Enchant Burning comes in.
By creating a campfire, you can perform an Enchanter's Burn, not to be confused with a regular burn, which consumes one Holy Water of Lymilark and a Mana Herb from your inventory to attempt to reclaim the enchants from the item. This will destroy the item in the process, and have a chance to return the enchants on the item, and a blessed magic powder as well. Whether the enchant comes off is not dependent on if the item has one or two enchants; both enchants are rolled for burning independently from one another.
To burn the item, pick up the item from your inventory and click it onto the fire; a dialog box will open up giving you options on which way you want to proceed.
Pictured: Item Burning Window
The success rate of burning the enchant off of the item is dependent on several factors:
The Enchant skill rank of the burner.
The quality of firewood used for the campfire.
The Campfire skill rank of the player who placed the campfire.
If you find your own skill ranks are insufficient, you can entrust burning to a fellow player as well, in a similar manner to entrusting enchants. Party up with the player, stand near the campfire, and then Entrust Others to Burn when going through the dialog box. When requesting an entrusted burn, this requires a Sunlight Herb instead of a Mana Herb, this is a very common mistake players make.
Pictured: Enchanter's Burn Entrusting Window
As an Auranogi-exclusive note, having a combination of Rank 1 Enchant, Rank 5 Campfire, and Finest Firewood, will allow the burn success rate to reach 101%, meaning you'll be guaranteed to retrieve the enchants from the item! Fine Firewood provides a 98% chance with all other things equal.
In your adventures in Erinn, you may come across Exclusive Enchant Scrolls, or find an enchant scroll that states Enchant Equipment Made Exclusive, which is included on most Exclusive Enchant Scrolls.
Exclusive Enchant Scrolls are untradeable, bound to the player who obtained them. However, once enchanted, one may purchase a mww:Trade Unlock Potion to regain the ability to trade the personalized item between other players. Once the item is equipped by its new owner, it will once again become personalized.
Equipment with a personalizing enchant will warn you about it personalizing each time you try to equip it manually, but it won't actually personalize. Just live with the prompt for now.
Enchants come with all kinds of attributes they modify, both increasing and decreasing them. Figuring out what attributes best benefit you, your playstyle, and the content you run, is how you'll decide which enchants you want to try and go after. The following are important stats to look at when deciding what to enchant for:
Arguably the most important stat to consider when you start taking your damage seriously, Critical is the stat that allows you to perform critical hits against enemies. As a quick recap on Critical:
Your chance to land a critical hit against an enemy is capped at 30% despite how high your critical can actually go.
A critical hit deals your base damage you would have initially done plus your Critical Hit skill rank % (up to +150) of your max damage. Meaning crits themselves have less variance and are weighted closer to your max than non-crits.
An enemy's protection reduces your chance to crit by 1.75% per point on Auranogi (different from the 2% it normally is on Official Mabi).
This means that to achieve the crit cap against enemies with protection, you must obtain (Enemy Prot) × 1.75 + 30 Critical.
e.g. An enemy with 10% protection (Gold Bone Fighters and Lancers in Basic mode) requires 10 × 1.75 + 30 = 47.5% Critical.
An enemy with 30% protection (Siren) requires 30 × 1.75 + 30= 82.5% Critical.
An enemy with 65% protection (Alby Adv. HM enemies) requires 65 × 1.75 + 30 = 143.75% Critical.
Being able to crit versus being unable to crit is at least a 45% DPS output increase (30% chance to crit multiplied by the 150% damage increase on critting), which is pretty significant. Keep this number in mind when choosing whether to get enough crit to reach the crit cap, or to go for pure max damage if reaching enough crit to be able to land crits on your enemy is impossible.
Really important to note is that depending on your playstyle, certain skills ignore enemy protection when calculating critical hit rates, so having only 30% Critical is enough to be able to reach the cap. Most Area of Effect skills that aren't splash-oriented fall in this category along with other specific skills, including:
Windmill
Stomp
Crash Shot
The Intermediate Magic spells: Ice Spear, Fireball and Thunder
Flame Burst
Charging Strike
Shooting Rush
Bullet Storm
Way of the Gun's Normal Attacks
Keep in mind your playstyle when deciding how much Critical to build; anything beyond 30% is a waste if all you're going to be doing is using Flame Burst!
A stat you can never go wrong with and also what you put on when you have nothing else to do, Max Damage will, as it states, increase your maximum damage in the character window, which then gets multiplied by the skills you use.
It's likely that a majority of your enchants will focus on this stat if you're not a mage or alchemist, and this stat is what will give you a large spike in damage, so it's important to prioritise after you've figured out how much Critical you decide to aim for.
Despite there being dedicated stats for mages and alchemists, Max Damage does affect magic and alchemy, although not in the same way that it affects physical talents, and not all skills are affected equally, for example:
Icebolt gains 0.08 max per point of Max Damage from enchants. Alternatively, 1 Magic Attack = 8 Max Damage from enchants.
Firebolt gains 0.4 max per point of Max Damage from enchants. Alternatively, 1 Magic attack = 1.25 Max Damage from enchants.
Lightning Bolt gains 0.44 max per point of Max Damage from enchants. Alternatively, 1 Magic attack = 1.36 Max Damage from enchants.
Ice Spear gains 0.1 max per point of Max Damage from enchants. Alternatively, 1 Magic Attack = 14 Max Damage from enchants.
Fireball gains 0.5 max per point of Max Damage from enchants. Alternatively, 1 Magic Attack = 24 Max Damage from enchants.
Thunder gains 0.5 max per point of Max Damage from enchants. Alternatively, 1 Magic Attack = 4.2 Max Damage from enchants.
Alchemy works a little differently, in that max damage comes somewhere else in the formula instead of where alchemy enchants go, which give them worse scaling.
Firebolt, Lightning Bolt, Thunder and Flame Burst are non-physical skills that benefit well from Max Attack compared to some of their other counterparts in their skillsets.
Stats indirectly contribute to your power compared to more direct contributions like Max Damage and Critical, but are not to be ignored because some stats have multiple benefits that can go beyond pure combat. As a recap:
Strength
For Melee weapons excluding knuckles, 2.5 Strength adds 1 max and 3 Strength adds 1 min.
For Dual Guns, 5 Strength adds 1 max and 6 Strength adds 1 min.
For Atlatls, 3 Strength adds 1 max and 5 Strength adds 1 min.
10 Strength adds 1 Defense point.
Intelligence
5 Intelligence adds 1 Magic Attack.
20 Intelligence adds 1 Magic Protection.
4 Intelligence adds 1 Magic Balance.
100 Intelligence decreases cast times and mp cost of Intermediate Magic spells by 2%.
For Dual Guns, 5 Intelligence adds 1 max and 6 Intelligence adds 1 min.
Intelligence boosts your success rate with Enchanting, up to a cap of 200 Intelligence.
Dexterity
For Bows and Crossbows, 2.5 Dexterity adds 1 max and 3.5 Dexterity adds 1 min.
Dexterity increases balance by a logarithmic relation, capping at 50% additional balance at about 1069 Dexterity. 40% additional balance is gained at about 478 Dexterity.
15 Dexterity adds 1 Armor Pierce, each point of which bypasses a point of enemy defense.
10 Dexterity adds 1% to Maximum Injury and 0.5% to Minimum Injury.
Reduces instability in the Cooking meter.
10 Dexterity adds 1% success rate to most life skills, to a cap of 180 Dexterity.
Will
For Knuckles, 3 Will adds 1 max and 3.5 Will adds 1 min.
10 Will adds 1% Critical.
10 Will adds 2% to Maximum Injury and 0.5% to Minimum Injury.
10 Will adds 1 Magic Defense.
Higher Will increases the chances of entering deadly on an otherwise lethal blow.
Luck
5 Luck adds 1% Critical.
Higher Luck increases the chance for Lucky Gathers; Luck/2000 for a Lucky Gather and Luck/50000 for a Huge Lucky Gather.
Higher luck increases the chance for a Lucky Finish, starting with a 1x chance multiplier where each point of Luck adds 0.005 to the multiplier up to a cap of 1.9x at 180 Luck.
HP
8% of your current HP contributes to Flame Burst damage.
MP
30% of your current MP contributes to Water Cannon damage.
Stamina
25% of your current Stamina contributes to Wind Blast damage.
10% of your current Stamina contributes to Sand Burst damage.
This leads to certain stat-based enchants sometimes being better than alternatives that give the attribute directly. For example:
Lich gives 55 Strength to Humans, meaning it's worth 22 Max Damage on a Close Combat weapon which puts it ahead of alternatives such as Demi Lich and Untamed in these cases.
However, the same is not true for Dual Guns, which only gain 11 Max Damage from the same enchant. Non-Humans also cannot benefit as strongly either.
Fist gives 38~55 Will, which will give 10.86~15.71 Min Damage and 12.67~18.33 Max Damage, compared to Untamed which only gives 16 Max Damage.
Along with the additional minimum damage, this also provides an extra 3.8~5.5% Critical.
The Dexterity enchant gives 10 Max Damage and 10 Dexterity, leading to 14 Max Damage total for archers.
Accessories are lacking in pure Critical enchants, so certain Luck enchants can be used instead, such as Surprising which offers 5% Critical in the form of 25 Luck.
With these in mind, it'll change in some cases what enchants you aim for. When looking for stats such as Max Damage or Magic Attack, consider alternatives that give the stats to also obtain these, since the stat cap is not within reach on Auranogi currently. Additionally, damage stats also provide both Max and Minimum damage, which can be useful to reduce the spread of damage, but typically this is less important to consider since Criticals utilise your Max Damage to calculate the bonus.
Magic Attack
Magic Attack is the primary measurement of a mage's power, and is significantly less prevalent on enchants than other stats. This stat is a little more difficult to amass compared to max damage, and not all spells benefit from it equally, but for someone looking for more magical power, it's a stat worth paying attention to. For each spell available on Auranogi:
Icebolt gains 0.35 Min and 0.4 Max per Magic Attack
Firebolt gains 0.35 Min and 0.5 Max per Magic Attack.
Lightning Bolt gains 0.3 Min and 0.6 Max per Magic Attack.
Ice Spear gains 0.45 Min and 1.4 Max per Magic Attack.
Fireball gains 8.0 Min and 12.0 Max per Magic Attack.
Thunder gains 1.4 Min and 2.1 Max per Magic Attack.
When choosing a Magic Attack enchant for your gear, consider the spell(s) that you're prioritising with your playstyle or the gear set. Firebolt, Lightning Bolt and Thunder see significant benefit from Max Damage enchants when compared to Magic Attack enchants (Refer to Max Damage above for effective conversions), while the other spells benefit more considerably from Magic Attack than Max Damage.
Alchemy Modifiers
Alchemy has two major attacking types, Water Alchemy and Fire Alchemy, and both see an amount of options available to boost them. Wind Alchemy damage can be boosted by the Breeze enchant, but in almost all cases this is surpassed by a stronger Max Damage enchant and only affects Wind Blast which is less used, but still useful.
Fire Alchemy has a handful of useful enchants that go on different pieces but are primarily Prefix enchants, while conversely most Water Alchemy enchants currently on Auranogi are only available for Suffix slots, but can go on any gear without restriction. However, the nature of Water Cannon and Cylinders means that Critical is an even more important stat, so your gear will either be a mix of Critical and Water damage, or even full Critical for higher-end content. Fire Alchemy doesn't require more than 30% Critical currently, so slots that can't accept Fire damage can safely be filled with Max Damage.
Alchemic skills are also boosted by HP, MP and Stamina, but in most cases a Max Damage or dedicated Alchemy modifier will outcompete an enchant that gives just HP/MP/Stamina.
Other stats
Other stats are also available to be modified by enchants, but a lot of these are less useful or are highly situational. These include:
Injury Rate. Rarely ever worth taking over other alternatives, as its applications are extremely niche (Glas Ghaibhleann and difficult Recovery Rooms in Iria). Negative injury on enchants can be safely ignored.
Balance. Sometimes useful if reaching 80% Balance is difficult, but it shouldn't be sought out at the expense of other stats; enchants such as Swarming, Sight, Crescent Moon, etc. can provide Balance alongside damage.
However, an enchant that subtracts significant amounts of Balance such as Lethal should be used carefully.
Repair Cost. As of the time of writing, repair cost multipliers aren't implemented on Auranogi, but in most cases it's not much to worry about since gold isn't difficult to come by, and durability on most weapons goes down slowly enough that it won't result in a net loss of gold. When it does get implemented:
Repair cost modifiers are additive, not multiplicative. Repair fee x 2 is the same as Repair fee + 100%, and so Repair fee x 2 and Repair fee x 3 will add together to be +300% or x4, not x6.
Repair cost modifiers cap at +900%, or x10.
Enchants such as Goddess's, Obsidian, or Moist are a x10 repair fee alone, so be considerate of what you enchant them onto.
Defense/Protection/Magic Defense/Magic Protection. Not very plentiful from enchants, and its usefulness is a frequently debated subject. Magic defensive stats are even less common from enchants, and can safely be ignored.
Certain noteworthy enchants reduce protection as well.
Set Effect bonuses. Set effects aren't currently implemented on Auranogi, but certain enchants can contribute towards them with a point or two.
Combat Power modifiers. Very useful, but are typically used for skill training or for gaining exp from Ancient and Shadow Mission monsters whose CP you surpass.
Now that you're armed with the knowledge of what to look for in an enchant itself, you might be wondering how you figure out what options you should be looking at first. There's so many enchants, how do I even know what's available in Auranogi? you may be asking yourself.
As it turns out, that's actually the end purpose of this guide; to guide people who have zero beginning knowledge about enchants and help them understand what a general sense of enchant progression on Auranogi looks like.
In the following tables, orange means the enchant is extremely good on that slot, practically best-in-slot and high value for what it does. Purple is just below orange in value, still being a very good enchant worth using for its category. Blue is medium value, and is a good budget option if you just need to just get something going on that gear. Green is lower than blue and usually just means it's a low value option for that slot. This is not a concrete guide where you must use a certain enchant on certain slots, but it gives an idea of how valuable some enchants might compare against each other. For example, Unstable is the highest crit prefix for bodywear, but it comes with an opportunity cost of other high value enchants such as Amnesia or Awakened for bodywear. Prefixes have a blue background and suffixes have a red background for clarity, matching the coloration of them on Auranogi.
Anything highlighted is an unconfirmed source. The enchant definitely exists on Auranogi, but its exact source needs to be verified.
[H/E/G]: Human / Elf / Giant
[ARC]: Archer
[CC]: Close Combat
[FTR]: Fighter / Martial Arts
[1H/2H]: One-handed / Two-handed Enchant
[Cloth]: Clothing-ONLY
[M.Cloth]: Magic Clothing-ONLY
[H.Armor]: Heavy Armor-ONLY
Italics: Comes on a burnable item, and cannot be re-enchanted on that slot if burned off.
Comes from Rundal Advanced Hardmode very rarely, or from the St.Patrick's Day event dungeon.
Fearless
Crit +4%
Comes from Muyu Desert Ruins.
Fixed
Luck +15 ( Crit +3% )
Comes from the Black Raccoon field boss.
Enchant
Effect
Notes
Successor
Crit +1%
Has one less effective Crit than Thief, but comes with 6 Max Damage and 4 Magic Attack, making it an attractive option. Successor comes from Rundal Siren Hardmode or Coill Basic.
Thief
Luck +10 ( Crit +2% )
Comes on headbands from mobs such as Goblin Archers and Shadow Archers, and commonly as dragon drops.
Comes from discovering the Muyu Desert Ruins, and offers 8 max, making it a very powerful enchant. The crit effect needs the Muyu Discoverer title equipped, which is a powerful hybrid title, but might not suit ever playstyle.
Round
Crit +7 ~ 11%
Comes from Barri Advanced.
Vine
Crit +10% ( Luck -20 )
Comes from Coill Basic and Karu Glowing Stone Bison.
Stiff
Crit +10%
Comes pre-enchanted on a tail cap from Rundal Normal and Rundal Normal Hardmode.
Enchant
Effect
Notes
Dazed
Crit +6.5 ~ 9.5% ( Crit +5 ~ 7% + Will +15 ~ 25 )
Has high crit and max damage, but has difficult requirements to unlock its effects and randomness on the rolls. Comes from Coill Basic.
Clever
Crit +9% ( Crit +8% + Will +10 )
Only has one simple requirement to unlock its crit by comparison, and comes from Ancient-titled monsters.
Comes from discovering the Muyu Desert Ruins, and offers 15% critical when worn with the title, making it a very potent enchant and title combination, but might not suit ever playstyle.
Amnesia
Max Dmg +10 ~ 13
Comes from Alby Advanced Hardmode.
Oblivion
Max Dmg +10
Comes from the Giant Long-horned Gnu field boss, Albey Amber treasure rooms, and Albey Amber's end chest.
Wolf Hunter's
Max Dmg +4 ~ 6
Comes on a hat from Rundal Normal Hardmode.
Deserted
Max Dmg +5
Comes from Albey Amber's treasure room.
Quartz
Max Dmg +5
Comes from Karu Forest Dungeon, or fishing on the Fishing Boat.
Fox (Hunter's)
Max Dmg +1 ~ 4
Comes from various beginner dungeons, including Kamaitachi's Domain.
Enchant
Effect
Notes
Dazed [ FTR ]
Max Dmg +15 ~ 18.33 ( Max Dmg +10 + Will +15 ~ 25 )
Comes from Coill Basic. Offers more crit than Dexterity.
Dazed [ -FTR ]
Max Dmg +10
Comes from Coill Basic. Offers more crit than Dexterity.
Dexterity [ ARC ]
Max Dmg +14 (Max Dmg +10 + Dex +10 )
Comes from Albey Amber's end chest.
Fancy [ H/E ] [ ARC ]
Max Dmg +10.4 ( Max Dmg +8 + Dex +6 )
Comes pre-enchanted on a hat from Fiodh Intermediate for Four.
Fancy [ H/E ] [ -ARC ]
Max Dmg +8
Comes pre-enchanted on a hat from Fiodh Intermediate for Four.
Offers 6 magic attack along with its guaranteed 12 max. It comes pre-enchanted on a Siren Dress from Rundal Siren Hardmode or on a Dashing Pirate Outfit from Rundal Advanced Hardmode.
Oblivion
Max Dmg +10
Comes from the Giant Long-horned Gnu field boss, Albey Amber treasure rooms, and Albey Amber's end chest.
Exceptional
Max Dmg +8
Comes from Ancient-titled monsters.
Sight [ H.Armor ]
Max Dmg +10
Comes from the Black Warrior field boss or enemy in Albey Amber.
Enchant
Effect
Notes
Ambush [ Cloth ]
Max Dmg +7 ~ 11
Comes from the Mysterious Imp Forest.
Camo
Max Dmg +3 ~ 9
Comes from the Forgotten Waterway.
Flash [ H.Armor ]
Max Dmg +7
Comes from Wolf-Striped Desert Spider field boss.
Shard
Max Dmg +5
Comes from Maiz Prairie Dungeon.
Imp [ H.Armor ] [ CC ]
Str +10 ( Max Dmg +4 )
Comes from Rundal Siren, Rundal Siren Hardmode and Kamaitachi's Domain.
Comes from Barri Advanced, and pre-enchanted on a weapon from Alby Advanced Hardmode.
Dawn [ 1H CC ]
Max Dmg +16 (Max Dmg +12 + Str +10 )
Comes from Rabbie Advanced and Albey Amber's end chest.
Lion Hunter's
Max Dmg +8 ~ 10
Comes from Albey Amber's treasure room and end chest and Ciar Advanced Hardmode end chest.
Cypress [ CC ]
Max Dmg +8
Comes from Muyu Desert Ruins.
Wolf Hunter's
Max Dmg +4 ~ 6
Comes from Blue and Black Dire Wolves, and Rundal Normal Hardmode.
Fang [ CC ]
Str +10 ( Max Dmg +4 )
Comes from the Giant Black Wolf field boss. Comes with 8% crit.
Enchant
Effect
Notes
Black Fog [ 1H CC ]
Max Dmg +20
Comes from Fiodh Advanced.
Spike
Max Dmg +14 ( Max Dmg +10 + Dex +10 + Str +10
Comes from Ciar Advanced.
Crescent Moon [ 1H CC ]
Str +20 ( Max Dmg +8 )
Comes from Barri Advanced.
Stamp
Max Dmg +8
Comes from Ciar Advanced's Golem boss on weapons and as an enchant from Muyu Desert Ruins. Commonly used as a bridge enchant, but has some damage on its own, too.
Comes from the Forgotten Waterway. 20 Strength is locked behind Final Hit. It also has -30 Dexterity, so it is better for Close Combat weapons.
Lich [ E/G ] [ 2H CC ]
Str +35 ( Max Dmg +14 )
Comes from the Forgotten Waterway. 20 Strength is locked behind Final Hit. It also has -30 Dexterity, so it is better for Close Combat weapons.
Demi Lich
Max Dmg +20
A rare drop from the Lich in Peaca Normal and the Forgotten Waterway. It lowers your HP by 100 ( HP -100 ), so keep that in mind.
Fist [ FTR ]
Will +38 ~ 55 ( Max Dmg +12.67 ~ 18.33 )
Comes from Albey Amber's end chest.
Untamed
Max Dmg +16
Comes from Ciar Normal Hardmode. Lowers Protection by 4
Enchant
Effect
Notes
Crocodile [ G ] [ 2H CC ]
Max Dmg +37 ( Max Dmg +29 + Str +20 )
Comes from Shadow Cast City Hard and Elite. The 20 strength is only available to Giants, since allying with Giants is not possible currently. Worth 33 max for dual guns.
Crocodile [ H/E ] [ -CC ]
Max Dmg +29
Comes from Shadow Cast City Hard and Elite. The 20 strength is only available to Giants, since allying with Giants is not possible currently. Worth 33 max for dual guns.
Destruction
Max Dmg +15 ~ 26
Comes from Rundal Siren Hardmode.
Fierce [ -FTR ]
Max Dmg +24
Comes from the Forgotten Waterway. Subtracts Will, so it's not ideal for fighters.
Rough
Max Dmg +22
Drops from Prairie Dragon pre-enchanted into a Dragon Blade.
Violent [ FTR ]
Max Dmg +20
Comes from Albey Amber's end chest and Kamaitachi's Domain.
Comes pre-enchanted on a pickaxe from Maiz Glowing Gargoyle and the St.Patrick's Day event dungeon. Otherwise no prefixes are available that give luck for tools.
Enchant
Effect
Notes
Thief
Luck +10
Comes on headbands from mobs such as Goblin Archers and Shadow Archers, and commonly as dragon drops.
Prefixes should be loaded with crit when possible, as Water Cannnon is heavily reliant on critical enchants due to low base crit rate on cylinders. 30% of Current MP is converted into water alchemic damage. Refer to the Critical section and build as necessary.
Empty slots should be filled with Max Damage, as Flame Burst ignores protection for critical calculations. When Heat Buster arrives, consider a set that has crit as well as fire alchemic damage.
Thin Dazed hats are great for end-game damage users, Thin being easy to bridge late-game enchants onto. Vine is a good early crit alternative to a Stiff tail cap. Successor is good for burns or as an early damage boost.
The two best hand slot enchants available pre-enchanted, normally mutually exclusive. This quest is the only place to find these enchants currently.
Changelog
2024/04/12
Added Pointed and Fickle to Water Alchemy section. Cleaned up the alchemy section to be less messy, as more enchants are known or available since the guide's original version. * Updated Awakened's accessibility in the Notable Pre-Enchanted Drops section.
2024/04/11
Added Amnesia to the Bow enchant section, and re-tired Lion Hunter's accordingly. Updated guide to reflect Elementalist's new additional source from Ciar Advanced Hardmode.
2024/04/06
Updated the locations for Virtuous, Vine, Hideous, Gathering.Added Sniping as a possible enchant from Ciar Advanced Hardmode, and adjusted Bow enchant tiering to account for this.
Updated an error in the Water Alchemy section.Updated the Personalized Enchants blurb.Added Animal Dungeon enchants (Red Panda, White Tiger, Mimic) to their respective sections.
Added Lucky from the St. Patrick's Day event and downgraded Advantage's tiering as such.
Updated Thief's sources to mention it comes frequently from dragons.
Added Divine Magic Powder to the guide, and listed enchant success rate bonuses from powders.
2023/11/29
Added Transparent as possible burn drop from Maiz Glowing Gargoyle, and updated Awakened drop locations.
2023/10/22
Added Apathetic and Thorn Lotus as possible enchants from Rundal Advanced Hardmode, and the Thin Trouble Pirate Captain Hat.
2023/08/02
Separated Bow enchants from One-handed enchants in the Physical Damage section, as it was confusing to beginners.