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Enchanting
Quick Referenec: Stat Gains
Description
Players can enchant their eqiupment to give stat bonuses in the refining portion of the inventory. A successful enchant will give +1 enchant bonus. An unsuccessful enchant will do nothing, degrade the enchant level of the item by 1 to 3, or destroy the item. Your equipment will also glow certain colors at different enchant bonuses, yellow at +4, green at +8, blue at +12, red at +15, purple at +18.*
You can enchant with gold and/or cash, obviously, the more cash you put in, the better off you will tend to be.
To enchant, you need a metal[jewel] to combine with the item you want to enchant. There are 5 available:
Mithril for 1000 gold
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Ereutel for 3000 gold
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Adamantium for 300 cash
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Orehalcon for 500 cash
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Core for 1000 cash
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Event Core
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Mithril can enchant to +5, and has the lowest success rate. Ereutel enchants to +10 and has a higher success rate than Mithril. The cash metals can enchant up to +15 and have a higher rate of success. Event cores are 100% success rate(1-15) and can only be obtained from events.
15-20
Enchanting 15-20 is much more difficult. Event cores will not be a 100% success rate, but they won't break or downgrade the item.
There are other options to help your chances when enchanting. There are 3 other objects called catalyzers that can be bought and added in:
Abradant:
 | 150 cash - Lowers the chances of an item being destroyed |
Soul Stone:
 | 100 cash - Lowers the chances of the item being degraded
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Charm:
 | 300 cash - Increases the chances of a successful enchant |
Put an item in, choose 1 of the metals and 0-3 catalyzers to add in and click enchant.
The enchant bonus is the same for any item, and the higher the bonuses on one item, the more it affects your stats. The stat bonus it adds to each stat is X^2/50,** with X being the number of enchant bonuses. For example, if you had an item with +5 enchant bonus, you would get 25/50, which is .5. So every one of your stats would receive a .5 stats worth bonus. One thing to note is that the enchanting bonus treats armor and energy as +1 per 1 stat point, not +2 as it normally is. Also, cp, move speed, and attack speed are standardized so the enchant bonus won't vary between classes. One point via enchanting from move speed is +.024, attack speed is +.16, and cp is +200.
Superstitions:
Many people believe there are tricks to increase your chances of success, these most likely are just silly superstitions, but it can't hurt to do them right?
Enchanting in the Korean server.
Relogging/Re-character selecting/Re-entering the world inbetween attempts or every few attempts.
The perfect combination of catalyzers: This one is interesting because apparently Softnyx themselves said that the right combination of enchanting catalyzers would yield better rates than each catalyzer would do individually. There was some testing done on this, but due to Rakion's seemingly high variance in rates, the results will probably never be reliable.
Interesting Side Notes:
Items occasionally break during no break events, Q&A Softnyx and they'll fix it.
The enchanting colors were different for a short period of time. During this time they actually all looked cool instead of a piss yellow and puke green, they had bright green and white enchants even. Even elementals would glow during this time. An example of what they looked like is here.
At +12, enchanted items will give 'hidden stat', what this means or does is a mystery to me.
* - Elementals do not glow, except for elemental body/weapons.
** - Thanks to Zetapoo for providing the formula
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