Competitive Enchants ENG

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Besides having a rich equipment system with many options and variety, versatility increases with special enchants.

Competitive Enchants

Within competitive gear, we have some pieces that can increase their potential through the enchant system.

All Competitive Gears, except for Shields, Middle and Lower, can be upgraded with these enchants.

There are in total 3 types of enchants you can add to your competitive gear, which are:

  • Gem Enchants [T1 Enchants]
  • Element Enchants [Elemental Augments]
  • Random Option Enchant [Minor Gear Enchant]


These enchants can be applied to the respective Competitive Gears with their own cost, order and chance.

Only T1 Enchants and Elemental Augments can be applied to Competitive Gears using the following method with Minom at @go 41 via the Enchant UI interface:

Minom, in charge of third and fourth slot enchants

Items Slot Order Requirements Enchant Reset
Competitive Gears T1 Enchant (Slot4) → Elemental Augment (Slot3) 100 War Badge

Chance: 100.00%

5 War Badge

100,000z

Chance: 100.00%

Accesories
Azure Weapons

Although the Main enchant method is random, there is a possibility that during events or WOE rewards you obtain a T1 Enchant or an Elemental Augment separately; in that case you can socket the gem non-randomly, that is, via a Perfect Enchant.


Fourth Slot Enchants [T1 Enchants]

Fourth Slot enchants or T1 Enchants stand out mainly for adding characteristics related to Special Gears, providing effects focused on damage, resistance, and more.

Note: These enchants can be applied to any allowed gear, meaning it is not necessary to enchant a T1 Fighter's Resolve on Fighter Boots; you can enchant it on the gear of your choice (for example, Caster Armor, Arcanist Boots, etc.), giving your builds a unique style. Remember that the bonuses applied depend only on the type of gear where the gem is placed, as indicated in each Gem.

Name Description

T1 Fighter's Resolve

If enchanted on any piece except accessories.

Increases Melee damage to players by 5%


If enchanted on Armor:

Ignores target DEF by 5%.


If enchanted on Footgear:

Increases movement speed by 15%.

ATK + 35


If enchanted on Garment:

Increases physical damage to players by 5%.


If enchanted on Top Headgear:

ASPD +1


If enchanted on Weapon:

Ignores 5% of enemy RES.


If enchanted on Accessory:

ATK +10.

Grants the skill Magnum Break level 3.

T1 Marksman's Perception

If enchanted on any piece except accessories.

Increases Ranged damage to players by 5%


If enchanted on Armor:

Ignores target DEF by 5%.


If enchanted on Footgear:

Increases movement speed by 15%.

HIT + 20

ATK + 20


If enchanted on Garment:

Increases physical damage to players by 5%.


If enchanted on Top Headgear:

ASPD +1


If enchanted on Weapon:

Ignores 5% of enemy RES.


If enchanted on Accessory:

ATK +10.

Grants the skill Hiding level 1.

T1 Arcanist's Knowledge

If enchanted on any piece except accessories.

Increases Magic damage to players by 5%


If enchanted on Armor:

Ignores target MDEF by 5%.


If enchanted on Footgear:

MATK +5%.


If enchanted on Garment:

Increases Magic damage vs Medium by 5%.


If enchanted on Top Headgear:

Max SP +5%.


If enchanted on Weapon:

Reduces reflected Magic or Physical damage by 5%.


If enchanted on Accessory:

MATK +10.

Grants the skill Sight level 1.

T1 Vanguard's Tenacity

If enchanted on any piece except accessories.

Reduces damage received from players by 5%


If enchanted on Armor:

Reduces Melee damage received by 5%.


If enchanted on Footgear:

Reduces Magic damage received by 5%.


If enchanted on Garment:

Reduces Ranged damage received by 5%.


If enchanted on Top Headgear:

Reduces Critical damage received by 5%.


If enchanted on Weapon:

Reduces damage received from players by 5%, but reduces damage dealt by the wearer by 15%.


If enchanted on Accessory:

DEF +15.

MDEF +5.

Grants the skill Auto Guard level 3.

T1 Savior's Conviction

If enchanted on any piece except accessories.

Increases maximum HP and healing power of the holder's skills by 5%


If enchanted on Armor:

Increases healing received from items by 5%.


If enchanted on Footgear:

Increases healing received from skills by 5%.


If enchanted on Garment:

Recovers 5% of Max HP and SP every 10 seconds.


If enchanted on Top Headgear:

Max HP +3000.


If enchanted on Weapon:

H.Plus +5.

Vit +10.

ASPD -10%.


If enchanted on Accessory:

Increases healing from Prime Red Potion by 2%

Grants the skill Cure level 1 and increases its CD to 5 seconds.

T1 Caster's Foresight

If enchanted on any piece except accessories.

Reduces After-Cast Delay by 5%


If enchanted on Armor:

Reduces Fixed Cast Time by 40%


If enchanted on Footgear:

Reduces Fixed Cast Time by 0.5 seconds.


If enchanted on Garment:

ATK +5%.

MATK +5%


If enchanted on Top Headgear:

Reduces SP consumption of skills by 10%.


If enchanted on Weapon:

5% chance to auto-cast Level 2 Slow Cast on the target when attacking.


If enchanted on Accessory:

Reduces Variable-Cast Time by 5%.

Grants the skill Spell Breaker level 1.

T1 Strategist's Wisdom

If enchanted on any piece except accessories.

Increases resistance to Silence, Blind, Bleeding and Curse by 5%


If enchanted on Armor:

5% chance to inflict Frozen on the target when attacking with Physical damage.


If enchanted on Footgear:

5% chance to inflict Sleep on the target when attacking with Magic damage.


If enchanted on Garment:

5% chance to inflict Stone Curse on the target when attacking with Physical damage.


If enchanted on Top Headgear:

5% chance to inflict Stun on the target when attacking with Magic damage.


If enchanted on Weapon:

If the weapon is Melee, 10% chance to prevent the target's healing for 4 seconds.

If the weapon is Ranged, 10% chance to set the target's DEF and MDEF to 1 for 4 seconds.


If enchanted on Accessory:

Frozen resistance +5% if LUK is over 110.

Stun resistance +5% if AGI is over 110.

Grants the skill Recovery level 1 and increases its CD to 5 seconds.

T1 Devastator's Ferocity

If enchanted on any piece except accessories.

Increases Critical damage by 5%


If enchanted on Armor:

Ignores target DEF by 5%.


If enchanted on Footgear:

Increases movement speed by 15%.

CRIT + 10

ATK + 20


If enchanted on Garment:

ASPD +5%


If enchanted on Top Headgear:

Increases critical hit chance by 5%.


If enchanted on Weapon:

Ignores +5% of target DEF.


If enchanted on Accessory:

Critical +5.

Grants the skill Double Attack level 3.


Third Slot Enchants [Elemental Augments]

Third Slot enchants or Elemental Augments can only be applied after enchanting the Fourth Slot and not before.

These enchants are focused directly on Elements, being mainly used to change the element of Armor or to add elemental damage and resistance as needed.

Name Description

Fire Augment

When enchanted on Armor:

Enchants the armor with the Fire element.


When enchanted on Garment, Top Headgear or Footgear:

Fire resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Fire magic by 5%.

7% more physical damage vs Earth element

Water Augment

When enchanted on Armor:

Enchants the armor with the Water element.


When enchanted on Garment, Top Headgear or Footgear:

Water resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Water magic by 5%.

7% more physical damage vs Fire element

Earth Augment

When enchanted on Armor:

Enchants the armor with the Earth element.


When enchanted on Garment, Top Headgear or Footgear:

Earth resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Earth magic by 5%.

7% more physical damage vs Wind element

Wind Augment

When enchanted on Armor:

Enchants the armor with the Wind element.


When enchanted on Garment, Top Headgear or Footgear:

Wind resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Wind magic by 5%.

7% more physical damage vs Water element

Holy Augment

When enchanted on Armor:

Enchants the armor with the Holy element.


When enchanted on Garment, Top Headgear or Footgear:

Holy resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Holy magic by 5%.

7% more physical damage vs Shadow element

Shadow Augment

When enchanted on Armor:

Enchants the armor with the Shadow element.


When enchanted on Garment, Top Headgear or Footgear:

Shadow resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Shadow magic by 5%.

7% more physical damage vs Holy element

Undead Augment

When enchanted on Armor:

Enchants the armor with the Undead element.


When enchanted on Garment, Top Headgear or Footgear:

Undead resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Undead magic by 5%.

7% more physical damage vs Poison element.

Poison Augment

When enchanted on Armor:

Enchants the armor with the Poison element.


When enchanted on Garment, Top Headgear or Footgear:

Poison resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Poison magic by 5%.

7% more physical damage vs Neutral element.

Ghost Augment

When enchanted on Armor:

Enchants the armor with the Ghost element.


When enchanted on Garment, Top Headgear or Footgear:

Ghost resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Ghost magic by 5%.

7% more physical damage vs Ghost element.

Neutral Augment

When enchanted on Armor:

Neutral resistance +5% and Ghost +10%.

But receives 15% more damage from Poison element.


When enchanted on Garment, Top Headgear or Footgear:

Neutral resistance +15%


When enchanted on Accessory or Weapon:

Increases damage with Neutral magic by 5%.

7% more physical damage vs Undead element.


Random Option Enchants [Minor Gear Enchant]

The Minor Gear Enchant are considered additional enchants, since they do not require a gem enchant beforehand. This means you can apply the Minor Gear Enchant at any time, regardless of whether your gear is refined or already has one or two gem enchants.

Unlike gem enchants, the Minor Gear Enchant' can be equipped on all gear except Mid Headgear, Lower Headgear and Weapons.

When using the Minor Gear Enchant, an interface will appear showing the gear that can be enchanted.

To enchant, double-click or select the item you want to enchant and then click "Make" to apply the enchant.
The possible enchant options via this method are:

STR 1 ~ 5

AGI 1 ~ 5

INT 1 ~ 5

DEX 1 ~ 5

VIT 1 ~ 5

LUK 1 ~ 5

Note: These enchants belong to the Laphine Upgrade system and can be attempted repeatedly until you obtain the desired enchant, without the risk of breaking the gear, so it's a good idea to use it multiple times until you get what you want.