Competitive Enchants ENG

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 |
|---|---|---|---|
| T1 Enchant (Slot4) → Elemental Augment (Slot3) | 100 Chance: 100.00% |
5 100,000z Chance: 100.00% | |
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 |
|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 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 |
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.
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.


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.
