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The Enchanter is a Crafter who is unlocked after purchasing the Jeweler and leveling any crafter to 25, they cost 60,000Coin to unlock. They turn Gems into Runes and use Crystals, Gems, and Runes to modify the stats of weapons, armor, and trinkets.

Crafting recipesEdit

Runes
Name Level Required Ingredients Cost
Rune 1
Nature Rune 5
Gem 1
Emerald X 4 80Coin
Rune 2
Water Rune 15
Gem 2
Sapphire X 4 120Coin
Rune 3
Earth Rune 25
Gem 3
Topaz X 4 180Coin
Rune 4
Death Rune 35
Gem 4
Amethyst X 4 280Coin
Rune 5 Fire Rune 45
Gem 5
Ruby X 4 400Coin
Rune 6
Oblivion Rune 55
Gem 6
Obsidian X 4 800Coin

Gear EnhancementEdit

There is no reachable limit on how many times you can re-enchant gear. The only limit is you providing the materials and coin. For example, you can re-enchant the same item over 30,000 times, provided you can afford the materials and costs. Successfully Enchanting for Suffix or Prefix will also re-roll the items Stats.

Improve StatsEdit

Re-rolls current item stats of weapons, armor, and trinkets using Crystals. This can also be used to improve item's Grade. The item will first go to a lower Grade before advancing higher. The first re-roll will cost 1 Tier appropriate Crystal and coins.

XpEdit

The amount of Xp awarded for re-rolling stats is:

$ Xp = Item~Level \times5 $

Gold costEdit

The amount of Gold it costs to re-roll stats is:

$ Gold = (Item~Level \times20) + (Enchant~Attempt \times20) $

PatternEdit

  • With a B grade item it might follow this pattern of Grades: B -> C -> C-> B -> B -> B -> A -> A -> A -> S.
    • See below for formula.
  • The Crystal cost pattern follows: 1 -> 2 -> 2 -> 3 -> 4 -> 6 -> 9. Every additional attempt will cost 9 Crystals.

Prefix EnchantEdit

Re-roll or attempt to add a Prefix to weapons, armor, and trinkets using Gems. A success will also re-roll the items stats. The first attempt will cost 1 Tier appropriate Gem and have a varied success rate. After every attempt regardless of the result, the % chance of failure increases by 5%.

Prefixes
Name EnchaterLvlReq
Burning 1
Fiery 11
Flaming 21
Smoldering 31
Blazing 41
Cold 1
Chilled 11
Icy 21
Frozen 31
Glacial 41
Keen 1
Accurate 11
Sharp 21
Fatal 31
Deadly 41
Tenacious 1
Vigorous 11
Robust 21
Resilient 31
Titan's 41
Solid 1
Hard 11
Tough 21
Sturdy 31
Defender's 41
Focused 1
Resolute 11
Centered 21
Mindful 31
Protector's 41
Lucky 21
Fortunate 41
Quick 11
Swift 31
Skilled 11
Expert's 31
Savvy 61
Master's 66
Brisk 61
Radiant 61
Frigid 61
Strong 61
Rigid 61

XpEdit

The amount of Xp awarded for rolling for Prefix is:

$ Xp = Item~Level \times10 $

FormulaEdit

$ Prefix~Chance =(2 \times (Enchanter~Level - Item~Level)~) + (Grade \times 2) $

If an Item has a Prefix add an extra 15 if none add 0.

In order to Enchant a certain Prefix The following equation must equal the Prefixes required level from the table above.

$ EnchaterLvlReq=(EnchanterLevel)+5+(Grade\times2) $

Gold costEdit

The amount of Gold for rolling for Prefix is:

Without Prefix

$ Gold = (Item~Level \times40) $

With Prefix

$ Gold = \max\{~(Item~Level \times40) - (Prefix~Min~Level \times10)~\}, \{~(Item~Level \times20)~\} $

PatternEdit

The pattern of Gem cost follows: 1 -> 2 -> 2 -> 3 -> 4 -> 6 -> 9.

Suffix EnchantEdit

Attempt to add or increase an Item's Suffix for weapons, armor using Runes. A success will also re-roll the items stats. The first attempt will cost 1 Tier appropriate Rune and have an 80% success rate. After every attempt regardless of the result, the % chance of failure increases by 5%. The more an item is enchanted for Suffix, the chance to lose Suffix increases. If this option is rolled the item will revert to +0 from whatever Suffix it was.

XpEdit

The amount of Xp awarded for rolling for Suffix is:

$ Xp = Item~Level \times10 $

Gold costEdit

The amount of Gold for rolling for Prefix is:

Without Suffix

$ Gold = (Item~Level \times60) $

With Suffix

$ Gold = (Item~Level \times60) + (SuffixminLevel \times20) $

PatternEdit

The pattern of Rune cost follows: 1 -> 2 -> 2 -> 3 -> 4 -> 6 -> 9.

NotesEdit

The Formula the game uses for the pattern when improving Stats is:


itemStartGrade = function(craftLevel,itemLevel) > return clamp(round(1 + (craftLevel - itemLevel)/4,2) , 1, 4.5)

local startingGrade = default.itemStartGrade(enchanterlevel+5, itemLevel) return clamp(round(startingGrade + item.enchantAttempt*.33), math.max(item.grade-1,1) ,5)

BugsEdit