Enchanting Guide: Difference between revisions
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This guide is a copy of '''Big''''s enchanting guide which can be found [https://docs.google.com/document/d/1ymBvG-u_i_CrZgFKtjaBD-Xfogn5ge-oqEOZY4NINdc/edit?usp=sharing 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. | This guide is a copy of '''Big''''s enchanting guide which can be found [https://docs.google.com/document/d/1ymBvG-u_i_CrZgFKtjaBD-Xfogn5ge-oqEOZY4NINdc/edit?usp=sharing 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. | ||
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[[File:Enchant.png|center|link=Enchant|100px]] | |||
==<span style="font-weight:bold; color:#1195db;>What is Enchanting?</span>== | |||
'''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! | |||
[[File:Enchant Guide - Nightmare-Black Fog.png|center]] | {| style="border:none; text-align:center; margin-left:auto; margin-right:auto;" | ||
| [[File:Enchant Guide - Nightmare-Black Fog.png|center]] | |||
|- | |||
| style="background-color:#e1f5ff; color:#1195db;"|Pictured: Enchants on a weapon | |||
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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. | 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. | ||
[[File:EnchantRequest.png|center]] | |||
{| style="border:none; text-align:center; margin-left:auto; margin-right:auto;" | |||
| [[File:EnchantRequest.png|center]] | |||
|- | |||
| style="background-color:#e1f5ff; color:#1195db;"|Pictured: Request Enchantment Window | |||
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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. | 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. | ||
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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: | 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. | :* [[File:Magic_Powder.png]] '''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. | :* [[File:Blessed_Magic_Powder.png]] '''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. | :* [[File:Elite_Magic_Powder.png]] '''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. | :* [[File:Elven_Magic_Powder.png]] '''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. | :* [[File:Ancient_Magic_Powder.png]] '''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. | ||
==Enchant Bridging== | ==<span style="font-weight:bold; color:#1195db;>Enchant Bridging</span>== | ||
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. | While you go about your adventurers, you may come across enchants that are rank 9 and above. Unless the enchant explicitly states <span style="font-weight:bold; color:#1195db;">''Enchant enabled with no rank limit''</span>, 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. | 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. | A lot of high rank enchants will allow bypassing this requirement when it states <span style="font-weight:bold; color:#1195db;">''Enchant enabled with no rank limit''</span>, 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 [[mww::enchanting Sequences|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. | 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 <span style="font-weight:bold; color:#1195db;">[[Enchant Sequences]]</span> or <span style="font-weight:bold; color:#1195db;">[[mww::enchanting Sequences|Mabinogi World Wiki Enchanting Sequences]]</span>. '''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.''' | ||
==Enchant Application Restrictions== | ==<span style="font-weight:bold; color:#1195db;>Enchant Application Restrictions</span>== | ||
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. | 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. | ||
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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. | 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. | ||
==Enchanting Penalties== | ==<span style="font-weight:bold; color:#1195db;>Enchanting Penalties</span>== | ||
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. | 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. | 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. | ||
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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. | 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. | ||
==Reclaiming Enchants== | ==<span style="font-weight:bold; color:#1195db;>Reclaiming Enchants</span>== | ||
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. | 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. | '''By creating a campfire, you can perform an <span style="color:#1195db; font-weight:bold;">''Enchanter's Burn''</span>, 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. | 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. | ||
The success rate of burning the enchant off of the item is dependent on several factors: | {| style="border:none; text-align:center; margin-left:auto; margin-right:auto;" | ||
| [[File:EnchantBurning.png|center]] | |||
|- | |||
| style="background-color:#e1f5ff; color:#1195db;"|Pictured: Item Burning Window | |||
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'''The success rate of burning the enchant off of the item is dependent on several factors:''' | |||
* The Enchant skill rank of the burner. | :* The Enchant skill rank of the burner. | ||
* The quality of firewood used for the campfire. | :* The quality of firewood used for the campfire. | ||
* The Campfire skill rank of the player who placed 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.''' | 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.''' | ||
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. | {| style="border:none; text-align:center; margin-left:auto; margin-right:auto;" | ||
| [[File:BurnEntrust.png|center]] | |||
|- | |||
| style="background-color:#e1f5ff; color:#1195db;"|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.''' | |||
== Personalized enchants == | ==<span style="font-weight:bold; color:#1195db;>Personalized enchants</span>== | ||
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. | 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. | '''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. | 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. | ||
==What to look for in an enchant?== | ==<span style="font-weight:bold; color:#1195db;>What to look for in an enchant?</span>== | ||
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: | 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: | ||
===Critical=== | ===<span style="font-weight:bold; color:#1195db;>Critical</span>=== | ||
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: | 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. | :* 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. | :* 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). | :* 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. | :* 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. | 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. | ||
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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: | 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 | :* Windmill | ||
* Stomp | :* Stomp | ||
* Crash Shot | :* Crash Shot | ||
* The Intermediate Magic spells: Ice Spear, Fireball and Thunder | :* The Intermediate Magic spells: Ice Spear, Fireball and Thunder | ||
* Flame Burst | :* Flame Burst | ||
* Charging Strike | :* Charging Strike | ||
* Shooting Rush | :* Shooting Rush | ||
* Bullet Storm | :* Bullet Storm | ||
* Way of the Gun's Normal Attacks | :* 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! | 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! | ||
=== Max Damage === | ===<span style="font-weight:bold; color:#1195db;>Max Damage</span>=== | ||
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. | 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. | ||
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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. | 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 (Strength, Int, Dex, Will, Luck) === | ===<span style="font-weight:bold; color:#1195db;>Stats (Strength, Int, Dex, Will, Luck)</span>=== | ||
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: | 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 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 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. | ||
* For Atlatls, 3 Strength adds 1 max and 5 Strength adds 1 min. | :* 10 Strength adds 1 Defense point. | ||
* 10 Strength adds 1 Defense point. | |||
* 5 | :'''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. | |||
* 25% of your current Stamina contributes to Wind Blast damage. | :'''Stamina''' | ||
* 10% of your current Stamina contributes to Sand Burst damage. | :* 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: | 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. | :* 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. | :* 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. | :* 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. | :* 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. | 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: | :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 | :* Icebolt gains 0.35 Min and 0.4 Max per Magic Attack | ||
* Firebolt gains 0.35 Min and 0.5 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. | :* 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. | :* 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. | :* Fireball gains 8.0 Min and 12.0 Max per Magic Attack. | ||
* Thunder gains 1.4 Min and 2.1 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. | :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. | :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. | :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. | :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: | :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. | :* '''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. | :* '''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. | |||
==<span style="font-weight:bold; color:#1195db;>Enchant Progression</span>== | |||
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, <span class="enchant-progression-example orange">orange</span> means the enchant is extremely good on that slot, practically best-in-slot and high value for what it does. <span class="enchant-progression-example purple">Purple</span> is just below orange in value, still being a very good enchant worth using for its category. <span class="enchant-progression-example blue">Blue</span> is medium value, and is a good budget option if you just need to just get something going on that gear. <span class="enchant-progression-example green">Green</span> 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, <span class="enchant-progression-example green">Unstable</span> is the highest crit prefix for bodywear, but it comes with an opportunity cost of other high value enchants such as <span class="enchant-progression-example orange">Amnesia</span> or <span class="enchant-progression-example orange">Awakened</span> for bodywear. Prefixes have a <span style="background-color:#8cc1f9;">blue background</span> and suffixes have a <span style="background-color:#ffa6a6;">red background</span> for clarity, matching the coloration of them on Auranogi. | |||
'''Anything <span style="background-color:yellow;">highlighted</span> 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 | |||
* <span style="font-weight:bold;">''Italics''</span>: Comes on a burnable item, and cannot be re-enchanted on that slot if burned off. | |||
:* e.g. Successor headgear | |||
* '''A minus (-) sign negates.''' | |||
:* e.g. [-ARC] means for non-archers. | |||
===<span style="font-weight:bold; color:#1195db;>Critical</span>=== | |||
<tabs> | <tabs> | ||
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</tabs> | </tabs> | ||
=== Physical Damage === | ===<span style="font-weight:bold; color:#1195db;>Physical Damage</span>=== | ||
<tabs> | <tabs> | ||
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</tabs> | </tabs> | ||
=== Magic Damage === | ===<span style="font-weight:bold; color:#1195db;>Magic Damage</span>=== | ||
<tabs> | <tabs> | ||
<tab style="width: 100%" name="Accessory"> | <tab style="width: 100%" name="Accessory"> | ||
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</tabs> | </tabs> | ||
=== Luck === | ===<span style="font-weight:bold; color:#1195db;>Luck</span>=== | ||
<tabs> | <tabs> | ||
<tab style="width: 100%" name="Accessory"> | <tab style="width: 100%" name="Accessory"> | ||
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</tabs> | </tabs> | ||
=== Water Alchemy === | ===<span style="font-weight:bold; color:#1195db;>Water Alchemy</span>=== | ||
<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> | |||
<tabs> | <tabs> | ||
<tab style="width: 100%" name="Accessory"> | <tab style="width: 100%" name="Accessory"> | ||
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</tabs> | </tabs> | ||
=== Fire Alchemy === | ===<span style="font-weight:bold; color:#1195db;>Fire Alchemy</span>=== | ||
<small>'''Empty slots should be filled with Max damage enchants instead as there are currently not many options to increase fire alchemic damage.'''</small> | |||
<tabs> | <tabs> | ||
<tab style="width: 100%" name="Accessory"> | <tab style="width: 100%" name="Accessory"> | ||
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</tabs> | </tabs> | ||
=== Negative CP Modifiers === | ===<span style="font-weight:bold; color:#1195db;>Negative CP Modifiers</span>=== | ||
<tabs> | <tabs> | ||
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</tabs> | </tabs> | ||
=== | |||
{| class="wikitable" | ===<span style="font-weight:bold; color:#1195db;>Notable Pre-Enchanted Drops</span>=== | ||
{| class="wikitable" style="border:3px solid #1195db; text-align:center; font-size:11px;" | |||
|- | |- | ||
! Item !! Prefix !! Suffix !! Source !! Notes | ! style="color:white; background-color:#1195db; border:3px solid #1195db; width:15%;"|Item !!style="color:white; background-color:#1195db; border:3px solid #1195db; width:15%"|Prefix !!style="color:white; background-color:#1195db; border:3px solid #1195db; width:15%;"|Suffix !!style="color:white; background-color:#1195db; border:3px solid #1195db; width:20%"|Source !!style="color:white; background-color:#1195db; border:3px solid #1195db; width:35%"|Notes | ||
|- | |- | ||
| Tail Cap || Stiff || | | style="border-right:3px solid #1195db;"|Tail Cap|| <span style="font-weight:bold;">''Stiff''</span> ||style="border-bottom:1px solid gray; background-color:gray;"| ||style="text-align:left;"|[[Rundal Normal Dungeon|Rundal Normal]] || style="text-align:left;"|Good source of crit early on for beginners. | ||
|- style="background-color:#e1f5ff;" | |||
| style="border-right:3px solid #1195db;"|Vintage Tail Cap|| <span style="font-weight:bold;">''Stiff<br>/<br>Wolf Hunter's''</span> ||style="background-color:gray;"| ||style="text-align:left;"|[[Rundal Normal Hardmode Dungeon|Rundal Normal Hardmode]]||style="text-align:left;"|Beginner-friendly source of damage (also drops as Stiff here). | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Tork Merchant Cap||style="background-color:gray;"| || <span style="font-weight:bold;">''Fancy''</span> ||style="text-align:left;"|[[Fiodh Intermediate Dungeon for Four|Fiodh Intermediate for Four]] || style="text-align:left;"|Beginner-friendly damage source for archers. | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Water Cylinder|| '''Stiff''' || '''Water Drop''' ||style="text-align:left;"|[[Shadow Cast City]] || style="text-align:left;"|A great crit boost for early water cannon users. | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Teeny Hats|| '''Thin<br>/<br>Vine''' || <span style="font-weight:bold;">''Dazed<br>/<br>Successor''</span>||style="text-align:left;"|[[Coill Basic Dungeon|Coill Basic]] || style="text-align:left;"|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. | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Omamori Amulet|| '''Famous''' || '''Successor''' ||style="text-align:left;"|[[Rundal Siren Hardmode Dungeon|Rundal Siren Hardmode]] || style="text-align:left;"|Solid source of magic damage accessories. | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Siren Mini Dress|| <span style="font-weight:bold;">''Awakened''</span> ||style="background-color:gray;"| || style="text-align:left;"|[[Rundal Siren Hardmode Dungeon|Rundal Siren Hardmode]] || style="text-align:left;"|Only source of Awakened burns. Also the best damage enchant for the slot for female humans/elves. | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Siren Boots|| '''Lucid''' || '''Insightful''' || style="text-align:left;"|[[Rundal Siren Hardmode Dungeon|Rundal Siren Hardmode]] || style="text-align:left;"|Solid source of magic damage, and the only drop location for Lucid. | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Pirate Crewman Uniform'''|| '''Vicious''' || '''Trouble''' || style="text-align:left;"|[[Rundal Basic Hardmode Dungeon|Rundal Basic Hardmode]] || style="text-align:left;"|Pre-enchanted -200 cp clothing, a good early option. | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Pirate Woodworker Boots|| '''Vicious''' || '''Inconvenient''' || style="text-align:left;"|[[Rundal Basic Hardmode Dungeon|Rundal Basic Hardmode]] || style="text-align:left;"|Pre-enchanted -200 cp boots. | |||
|- | |- | ||
| Omamori Amulet || | | style="border-right:3px solid #1195db;"|Pirate Captain Suit||style="background-color:gray;"| || '''Raccoon Cub''' || style="text-align:left;"|[[Rundal Siren Hardmode Dungeon|Rundal Siren Hardmode]] || style="text-align:left;"|Pre-enchanted -1000 cp bodywear. | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Omamori Amulet||<span style="font-weight:bold;">''Small''</span> ||<span style="font-weight:bold;">''Abysmal''</span> || style="text-align:left;"|[[Rundal Siren Hardmode Dungeon|Rundal Siren Hardmode]] || style="text-align:left;"|-600 CP, the best and currently only available accessory slot -CP modifier. Also great for bridging late game accessory enchants onto. | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Pirate Hat|| '''Thin''' || '''Trouble''' || style="text-align:left;"|[[Rundal Advanced Hardmode Dungeon|Rundal Advanced Hardmode]] || style="text-align:left;"|-200 CP headgear | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Pointy Party Hat|| '''Thin''' || '''Uncomfortable''' || style="text-align:left;"|[[Anniversary Event Boxes]] || style="text-align:left;"|Pre-enchanted -200 cp headgear, also good for bridging enchants onto. | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Battle Mandolin|| <span style="font-weight:bold;">''Edgy''</span> || <span style="font-weight:bold;">''Exiled''</span> || style="text-align:left;"|[[Alby Advanced Hardmode Dungeon|Alby Advanced Hardmode]] || style="text-align:left;"|189 potential max damage weapon that also gets bonuses from Axe Mastery. One of the strongest weapons available. | ||
|- style="background-color:#e1f5ff" | |||
| style="border-right:3px solid #1195db;"|Cursed Killer Sword|| '''Nightmare''' || <span style="font-weight:bold;">''Bloody''</span> || style="text-align:left;"|[[Alby Advanced Hardmode Dungeon|Alby Advanced Hardmode]] || style="text-align:left;"|Good source of Nightmare burns for 1-handed weapons or a 2-handed sword option for elves. | |||
|- | |- | ||
| | | style="border-right:3px solid #1195db;"|Friendship Bracelet|| '''Steel Needle''' || '''Elementalist''' || style="text-align:left;"|[[Tailor's Tale|Tailor's Tale Quest Line]] || style="text-align:left;"|The two best hand slot enchants available pre-enchanted, normally mutually exclusive. This quest is the only place to find these enchants currently. | ||
|- | |} | ||
| | |||
{| class="infotable" style="margin-left:auto; margin-right:auto; width:80%; max-width:600px; font-size:11px; padding:20px 20px 20px 20px; border:1px solid #1195db;" | |||
! style="font-size:18px; color:#1195db;"| Changelog || | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2024/04/12''</span> | ||
* 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. | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2024/04/11''</span> | ||
* 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. | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2024/04/06''</span> | ||
* 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. | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2023/11/29''</span> | ||
* Added Transparent as possible burn drop from Maiz Glowing Gargoyle, and updated Awakened drop locations. | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2023/10/22''</span> | ||
* Added Apathetic and Thorn Lotus as possible enchants from Rundal Advanced Hardmode, and the Thin Trouble Pirate Captain Hat. | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2023/08/02''</span> | ||
* Separated Bow enchants from One-handed enchants in the Physical Damage section, as it was confusing to beginners. | |||
|- | |- | ||
| | |<span style="font-weight:bold; color:#1195db;">''2023/08/01''</span> | ||
* Initial release. | |||
|} | |} | ||
[[Category:Progression Guides]] | [[Category:Progression Guides]] |
Revision as of 20:31, 12 April 2024
- For other progression guides, see Progression Guides.
- For other guides, see Guides.
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.
What is Enchanting?
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.
Enchant Bridging
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.
Enchant Application Restrictions
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.
Enchanting Penalties
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.
Reclaiming Enchants
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.
Personalized enchants
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.
What to look for in an enchant?
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:
Critical
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!
Max Damage
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 (Strength, Int, Dex, Will, Luck)
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.
Enchant Progression
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.
- e.g. Successor headgear
- A minus (-) sign negates.
- e.g. [-ARC] means for non-archers.
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Water Alchemy
Currently there are not many prefixes that increase Water Damage on Auranogi.
Instead, follow the Crit guide for all prefixes, except for Cylinder and Guard Cylinder enchants.
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Fire Alchemy
Empty slots should be filled with Max damage enchants instead as there are currently not many options to increase fire alchemic damage.
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Notable Pre-Enchanted Drops
Item | Prefix | Suffix | Source | Notes |
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Tail Cap | Stiff | Rundal Normal | Good source of crit early on for beginners. | |
Vintage Tail Cap | Stiff / Wolf Hunter's |
Rundal Normal Hardmode | Beginner-friendly source of damage (also drops as Stiff here). | |
Tork Merchant Cap | Fancy | Fiodh Intermediate for Four | Beginner-friendly damage source for archers. | |
Water Cylinder | Stiff | Water Drop | Shadow Cast City | A great crit boost for early water cannon users. |
Teeny Hats | Thin / Vine |
Dazed / Successor |
Coill Basic | 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. |
Omamori Amulet | Famous | Successor | Rundal Siren Hardmode | Solid source of magic damage accessories. |
Siren Mini Dress | Awakened | Rundal Siren Hardmode | Only source of Awakened burns. Also the best damage enchant for the slot for female humans/elves. | |
Siren Boots | Lucid | Insightful | Rundal Siren Hardmode | Solid source of magic damage, and the only drop location for Lucid. |
Pirate Crewman Uniform | Vicious | Trouble | Rundal Basic Hardmode | Pre-enchanted -200 cp clothing, a good early option. |
Pirate Woodworker Boots | Vicious | Inconvenient | Rundal Basic Hardmode | Pre-enchanted -200 cp boots. |
Pirate Captain Suit | Raccoon Cub | Rundal Siren Hardmode | Pre-enchanted -1000 cp bodywear. | |
Omamori Amulet | Small | Abysmal | Rundal Siren Hardmode | -600 CP, the best and currently only available accessory slot -CP modifier. Also great for bridging late game accessory enchants onto. |
Pirate Hat | Thin | Trouble | Rundal Advanced Hardmode | -200 CP headgear |
Pointy Party Hat | Thin | Uncomfortable | Anniversary Event Boxes | Pre-enchanted -200 cp headgear, also good for bridging enchants onto. |
Battle Mandolin | Edgy | Exiled | Alby Advanced Hardmode | 189 potential max damage weapon that also gets bonuses from Axe Mastery. One of the strongest weapons available. |
Cursed Killer Sword | Nightmare | Bloody | Alby Advanced Hardmode | Good source of Nightmare burns for 1-handed weapons or a 2-handed sword option for elves. |
Friendship Bracelet | Steel Needle | Elementalist | Tailor's Tale Quest Line | The two best hand slot enchants available pre-enchanted, normally mutually exclusive. This quest is the only place to find these enchants currently. |
Changelog | |
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2024/04/12
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2024/04/11
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2024/04/06
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2023/11/29
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2023/10/22
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2023/08/02
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2023/08/01
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