Enchants

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Intro

To help mitigate RNG, I modified a handful of popular enchant NPCs.
The new enchants allow you to choose your enchant and it never fails.
However, most enchants start at level 1. The only exception is malangdo, more info below.
Once you have the enchants you want, you are able to level up the enchants up to level 10((runes only go up to level 3)) even if the original enchant can't go to level 10.
To accomplish this, you need to go to the upgrade tokens NPC and the enchant upgrader NPC in the market (paramk).
The upgrade tokens NPC will ask you for materials to obtain tokens, and the enchant upgrader NPC will use those tokens to level up your enchant.

Any enchant that has been bestowed by these modified NPCs will need to be disenchanted from the enchant remover in the market (paramk).


Enchant NPCs

Enchant Upgrader

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Located at paramk,50,103

Allows you to level up enchants in your equipment. Requires specific upgrade tokens as a cost. Obtainable from the Upgrade Tokens NPC.

Enchant Remover

This NPC only works on enchants that have been bestowed by custom or modified enchant NPCS. The full list can be found below.

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Located at paramk,54,103

Removes an enchant from your equipment for free.

Upgrade Tokens

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Located at paramk,58,103

Trade materials for specific tokens.

 Hidden Enchants:
   400k zeny per token
Honor Enchants: 20 Honor Tokens ((From room of consciousness and 16.1 daily quests.))
BioLab: 25 Blood Thirst 25 Will of Warrior
Charleston Crisis: 1 Charleston Part ((May be changed to 5 Charleston parts instead))

List of Enchants

Abyss 4 Dungeon

Abyss 4 Dungeon Equipment can be crafted and enchanted inside Hugel's Weapon Dealer shop on the second floor.

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Redhead can craft the equipment and Stable's Dragon Power using the dungeon loot.

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Bluehead can enchant your equipment, enchanting costs 1 100142.png Stable Dragon's Power.
The first time you enchant an item it will allow you to choose all 3 enchants, every time after that you will be able to choose only 1 enchant that you want to replace, all of the given enchants values are random.

100142.png Stable Dragon's Power Recipe

10 25765.png Large Dragon Bone
10 25766.png Small Dragon Bone
30 25761.png Red Dragon Orb
30 25759.png Green Dragon Orb
30 25760.png Blue Dragon Orb
30 25763.png Purple Dragon Orb
30 25762.png Gold Dragon Orb
30 25764.png Silver Dragon Orb

Available Enchants
Slot 1

HP - 750 ~ 2000
SP - 200 ~ 500
HP% - 5% ~ 13%
SP% - 5% ~ 13%

Slot 2

Elemental Reduction - 6% ~ 10%
HP Regen - 30% ~ 65%
SP Regen - 30% ~ 65%
Flee - 5 ~ 30
DEF - 25 ~ 55
MDEF - 3 ~ 8
Incoming Heal% - 7% ~ 15%
Variable Cast Reduction - 6% ~ 10%

Slot 3

Racial Reduction - 4% ~ 7%
HP - 550 ~ 1700
SP - 150 ~ 400


Ancient Hero

Ancient hero enchants are available in moro_cav. You can easily access this map through the warper by selecting Instances -> Bios line.
The NPC is located right beside the hero weapon vendor, so it's hard to miss.

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Hero Token Exchanger allows you to exchange 15 6684.png Heroic Tokens for 1 piece of equipment.

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Hero Weapon Enchanter can enchant your weapon, each enchant costs 15 6684.png Heroic Tokens.
Any of the hero weapons can get two random option enchants.
The first time you enchant an weapon it will allow you to choose both enchants, every time after that you will only be able to choose 1 enchant that you want to replace, all of the given enchants values are random.
An important note for the ninja weapons, the enchant is only applied to the right hand, the NPC does not check your left hand. So if you want to enchant your off hand weapon, make sure to equip it in your right hand.

Available Enchants
Slot 1

Damage to Element - 3% ~ 20%
ATK - 5 ~ 30
ASPD - 1
ASPD% - 3% ~ 10%
Long Range Damage - 3% ~ 10%
Heal Effectiveness - 3% ~ 20%
Variable Cast Time - 3% ~ 10%
After Cast Delay - 1% ~ 5%

Slot 2

Damage to Race - 3% ~ 20%
ATK - 5%
MATK - 5%
Crit Damage - 10%
Variable Cast Time - 10%


Bio Labs

Biolab enchants haven't changed much. The main difference is that any weapon can get any enchant, and are not limited by weapon types.

The NPC can be found inside Bio Labs second floor, acessed throught the warper selecting Dungeons -> Bio Labs -> Bio Lab 2.
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There's a hidden passage on the marked spot of the map that will lead you to a tunnel, you can find the enchanter going down this tunnel.

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Sorcerer will ask 50 6469.png Will of Warrior to enchant the 4th slot, 50 6470.png Blood Thirst to enchant the 3rd slot and 10 6471.png Ghost Chill to remove either of them.
Most of the enchants starts at level 1 and can be upgraded up to level 10 at the Market by the NPC Enchant Upgrader, each upgrade costs 1 6469.png BioLab Token.
Biolab tokens can be purchased with the NPC Upgrade Tokens on the market, each token costs 25 6469.png Will of Warrior and 25 6470.png Blood Thirst.

Available Weapon Enchants
Stats Enchants Fighting Spirit Spell ASPD Sharp Expert Archer
Level 1 1 ATK +6 MATK +6 / Variable cast time -4% 1 CRI +3 Long Range ATK +2%
Level 2 2 ATK +9 MATK +9 / Variable cast time -6% CRI +6 Long Range ATK +4%
Level 3 3 ATK +12 MATK +12 / Variable cast time -8% CRI +9 Long Range ATK +6%
Level 4 4 ATK +15 MATK +15 / Variable cast time -10% CRI +12 Long Range ATK +8%
Level 5 5 ATK +18 MATK +18 / Variable cast time -12% CRI +15 Long Range ATK +10%
Level 6 6 ATK +21 MATK +21 / Variable cast time -14% CRI +18 Long Range ATK +12%
Level 7 7 ATK +24 MATK +24 / Variable cast time -16% CRI +21 Long Range ATK +14%
Level 8 8 ATK +27 MATK +27 / Variable cast time -18% CRI +24 Long Range ATK +16%
Level 9 9 ATK +30 MATK +30 / Variable cast time -20% CRI +27 Long Range ATK +18%
Level 10 10 ATK +50 MATK +50 / Variable cast time -20% CRI +30 Long Range ATK +20% / ASPD +1
Available Armor Enchants
Stats Enchants MDEF DEF Evasion SP HP
Level 1 1 2 2 Flee +3 1% 1%
Level 2 2 4 4 Flee +6 2% 2%
Level 3 3 6 6 Flee +9 3% 3%
Level 4 4 8 8 Flee +12 4% 4%
Level 5 5 10 10 Flee +15 5% 5%
Level 6 6 12 12 Flee +18 6% 6%
Level 7 7 14 14 Flee +21 7% 7%
Level 8 8 16 16 Flee +24 8% 8%
Level 9 9 18 18 Flee +27 9% 9%
Level 10 10 20 20 Flee +30 10% 10%

Charleston Crisis

Outside of the Charleston instance((can be reached through the warper, by selecting Instance -> Charleston Crisis)) you may enchant weapons and armor obtained from the Charleston Crisis Instance.

10054.png
Charleston Enchanter can enchant your armor, each enchant costs 1 6752.png Charleston Component. All Charleston armors can only have one enchant.
Most of the enchants starts at level 1 and can be upgraded up to level 10 at the Market by the NPC Enchant Upgrader, each upgrade costs 1 6752.png Charleston Token.
Charleston tokens can be purchased with the NPC Upgrade Tokens on the market, each token costs 1 6752.png Charleston Component.

Available Armor Enchants
Stats Enchants MDEF DEF Evasion SP HP ASPD Fighting Spirit Expert Archer
Level 1 1 2 2 Flee +3 1% 1% 1 ATK +6 Long Range ATK +2%
Level 2 2 4 4 Flee +6 2% 2% ATK +9 Long Range ATK +4%
Level 3 3 6 6 Flee +9 3% 3% ATK +12 Long Range ATK +6%
Level 4 4 8 8 Flee +12 4% 4% ATK +15 Long Range ATK +8%
Level 5 5 10 10 Flee +15 5% 5% ATK +18 Long Range ATK +10%
Level 6 6 12 12 Flee +18 6% 6% ATK +21 Long Range ATK +12%
Level 7 7 14 14 Flee +21 7% 7% ATK +24 Long Range ATK +14%
Level 8 8 16 16 Flee +24 8% 8% ATK +27 Long Range ATK +16%
Level 9 9 18 18 Flee +27 9% 9% ATK +30 Long Range ATK +18%
Level 10 10 20 20 Flee +30 10% 10% ATK +50 Long Range ATK +20%/ASPD +1


10053.png
Charleston Weapon Enchanter can enchant your weapon, each enchant costs 50 6752.png Charleston Component.
The weapon enchants are random options, this means that they're not the same as previous enchants. You're able to choose both enchantments options you want, but the values are random. For now the enchantments cannot be replaced or removed.

Available Weapon Enchants
Slot 1

Weapon Element
Damage to Element - 1% ~ 20%
Damage to Size - 1% ~ 20%
Crit Damage - 1% ~ 20%
ATK% 1% ~ 20%
ASPD - 1
Range Damage - 1% ~ 20%
Size Mod - Removes Weapon Size Damage Penalty

Slot 2

Damage to Race - 1% ~ 20%
Damage to Normal Monsters - 1% ~ 20%
Damage to Boss - 1% ~ 20%
After Cast Delay - 1% ~ 20%


Costume Stones

You can find the costume enchanter near the entrance to the market.

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Costume Enchanter will enchant your costumes for 100 671.png Card Coins per enchant for upper, mid, lower headgears, and garment costumes.

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Card Coins can be traded with Card Trader, 1 of any 4001.png card gives 1 Card Coin.

Rune Knight
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Lord Knight Stone (Upper) Atk + 2 for each level of Spear Mastery user learned.
Lord Knight Stone (Middle) Increases Clashing Spiral damage by 15%.
Lord Knight Stone (Lower) Increases attack speed (reduces delay after attack by 1%) for each level of Cavalier Mastery user learned.
Rune Knight Stone (Garment) Increase Dragon Beath (Fire) damage by 10%.

When equipped with Lord Knight Stone (Upper), increases Dragon Beath (Fire) damage by 10%.
When equipped with Lord Knight Stone (Middle), reduces SP consumption of Dragon Beath (Fire) by 10%.
When equipped with Lord Knight Stone (Lower), reduces delay after skills by 15%.

Lord Knight Stone II (Upper) Increases long ranged physical damage by 1% for each level of Clashing Spiral user learned.
Lord Knight Stone II (Middle) Increases Bowling Bash damage by 20%.
Lord Knight Stone II (Lower) Increases Clashing Spiral damage by 20%.
Rune Knight Stone II (Garment) Increases Ignition Break damage by 15%.

When equipped with Lord Knight Stone II (Upper), increases Sonic Wave damage by 20%.
When equipped with Lord Knight Stone II (Middle), increases Ignition Break damage by 10%.
When equipped with Lord Knight Stone II (Lower), increases Hundred Spear damage by 30%.

Warlock
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High Wizard Stone (Upper) Matk + 2 for each level of Mystical Amplification user learned.
High Wizard Stone (Middle) Increases Meteor Storm damage by 20%.
High Wizard Stone (Lower) Increases Fire Pillar damage by 20%.
Warlock Stone (Garment) Increase Crimson Rock damage by 10%.

When equipped with High Wizard Stone (Upper), increases Crimson Rock damage by 15%.
When equipped with High Wizard Stone (Middle), reduces fixed casting time by 0.1 second for each 2 level of Soul Drain user learned.
When equipped with High Wizard Stone (Lower), increases fire magic damage by 5%.

High Wizard Stone II (Upper) Increases Meteor Storm damage by 20%.
High Wizard Stone II (Middle) Increases neutral property magical damage by 2% for each level of Gravitational Field user learned.
High Wizard Stone II (Lower) Matk + 2 for each level of Soul Drain user learned.
Warlock Stone II (Garment) Increases Comet damage by 15%.

When equipped with High Wizard Stone II (Upper), increases Comet damage by additional 15%.
When equipped with High Wizard Stone II (Middle), reduces fixed casting time by 0.1 seconds for each 2 levels of Mystical Amplification user learned.
When equipped with High Wizard Stone II (Lower), increases neutral property magical damage by 5%.

Ranger
Ranger.png

Sniper Stone (Upper) Atk + 2 for each level of Steel Crow user learned.
Sniper Stone (Middle) Reduces fixed casting time of Focused Arrow Strike by 0.5 second.
Sniper Stone (Lower) Increases Arrow Shower damage by 20%.
Ranger Stone (Garment) Increases Arrow Storm damage by 10%.

When equipped with Sniper Stone (Upper), increases Arrow Storm damage by 15%.
When equipped with Sniper Stone (Middle), reduces variable casting time by 10%.
When equipped with Sniper Stone (Lower), when using Wind Walker, increases long ranged physical damage by 5% for 60 seconds.

Sniper Stone II (Upper) Increases attack speed (reduces delay after attack by 1%) for 2 levels of Wind Walk user learned.
Sniper Stone II (Middle) Increases long ranged physical damage by 1% for 2 levels of Beast Bane user learned.
Sniper Stone II (Lower) Atk + 2 for each level of Falcon Eyes user learned.
Ranger Stone II (Garment) Increases Aimed Bolt damage by 15%.

When equipped with Sniper Stone II (Upper), increases Aimed Bolt damage by 15%.
When equipped with Sniper Stone II (Middle), reduces variable casting time of Aimed Bolt by 1 second.
When equipped with Sniper Stone II (Lower), reduces cooldown of No Limits by 45 seconds.

Mechanic
Mechanic.png
Mastersmith Stone (Upper) Atk + 2 for each level of Weaponry Research user learned.
Mastersmith Stone (Middle) Hit + 3 for each level of Skin Tempering user learned.
Mastersmith Stone (Lower) Increases High Speed Cart Ram damage by 20%.
Mechanic Stone (Garment) Increases Axe Tornado damage by 15%.

When equipped with Mastersmith Stone (Upper), has a 2% chance to restore 1% of damage as SP when dealing physical damage.
When equipped with Mastersmith Stone (Middle), reduces Axe Tornado cooldown by 1 second.
When equipped with Mastersmith Stone (Lower), increases Axe Tornado damage by 15%.

Mastersmith Stone II (Upper) Reduces cooldown of Axe Boomerang by 0.1 seconds for each level of Maximum Power-Thrust user learned.
Mastersmith Stone II (Middle) Increases High Speed Cart Ram damage by 15%.
Mastersmith Stone II (Lower) Increases long ranged physical damage by 1% for each level of Power Maximize user learned.
Mechanic Stone II (Garment) Increases Arm Cannon damage by 15%.

When equipped with Mastersmith Stone II (Upper), increases long ranged physical damage by 10%.
When equipped with Mastersmith Stone II (Middle), increases Vulcan Arm damage by 20%.
When equipped with Mastersmith Stone II (Lower), increases Knuckle Boost damage by 20%.

Guillotine Cross
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Assassin Cross Stone (Upper) Atk + 2 for each level of Katar Mastery user learned.
Assassin Cross Stone (Middle) Hit + 2 for each level of Left Hand Mastery user learned.
Assassin Cross Stone (Lower) Increases Sonic Blow damage by 20%.
Guillotine Cross Stone (Garment) Increases Rolling Cutter damage by 15%.

When equipped with Assassin Cross Stone (Upper), has a 2% chance to restore 1% of damage as SP when dealing physical damage.
When equipped with Assassin Cross Stone (Middle), increases Cross Ripper Slasher damage by 15%.
When equipped with Assassin Cross Stone (Lower), increases Rolling Cutter damage by 15%.

Assassin Cross Stone II (Upper) Reduces delay after skill by 1% for each level of Soul Destroyer user learned.
Assassin Cross Stone II (Middle) Increases Sonic Blow damage by 20%.
Assassin Cross Stone II (Lower) Increases physical damage against all size enemies by 2% for each level of Advanced Katar Mastery user learned.
Guillotine Cross Stone II (Garment) Increases critical damage by 15%, if user learned Katar Mastery level 10, enables to use Double Attack level 3 (If user has higher level, that level will be triggered instead).

When equipped with Assassin Cross Stone II (Upper), Atk + 5%, increases critical damage by 15%.
When equipped with Assassin Cross Stone II (Middle), increases Counter Slash damage by 20%.
When equipped with Assassin Cross Stone II (Lower), reduces delay after skill by 5%

Arch Bishop
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High Priest Stone (Upper) Increases heal effectiveness by 1% for each level of Meditation user learned.
High Priest Stone (Middle) Increases critical damage by 2% for each level of Mace Mastery user learned.
High Priest Stone (Lower) Increases Magnus Exocismus damage by 20%.
Arch Bishop Stone (Garment) Increases Adoramus damage by 15%.

When equipped with High Priest Stone (Upper), increases Adoramus damage by 15%.
When equipped with High Priest Stone (Middle), reduces cooldown of Adoramus by 1 second.
When equipped with High Priest Stone (Lower), reduces fixed casting time by 0.5 second.

High Priest Stone II (Upper) Increases Magnus Exorcismus damage by 15%.
High Priest Stone II (Middle) Increases holy property magical damage by 1% for each level of Assumptio user learned.
High Priest Stone II (Lower) Reduces variable casting time by 1% for 2 levels of Kyrie Eleison user learned.
Arch Bishop Stone II (Garment) Increases Judex damage by 15%.

When equipped with High Priest Stone II (Upper), increases Judex damage by 15%.
When equipped with High Priest Stone II (Middle), reduces SP consumption of Judex by 10%.
When equipped with High Priest Stone II (Lower), increases holy property magical damage by 10%.

Royal Guard
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Paladin Stone (Upper) MaxHP + 1% for each level of Faith user learned.
Paladin Stone (Middle) Increases long ranged physical damage by 1% for each level of Spear Mastery user learned.
Paladin Stone (Lower) Increases Holy Cross damage by 20%.
Royal Guard Stone (Garment) Increases Vanishing Point damage by 15%.

When equipped with Paladin Stone (Upper), has a 2% chance to restore 1% of damage as SP when dealing physical damage.
When equipped with Paladin Stone (Middle), reduces cooldown of Cannon Spear by 0.5 second.
When equipped with Paladin Stone (Lower), increases Vanishing Point damage by 15%.

Paladin Stone II (Upper) Reduces variable casting time by 1% for each level of Faith user learned.
Paladin Stone II (Middle) Increases Gloria Domini damage by 20%.
Paladin Stone II (Lower) Increases holy property magical damage by 1% for each level of Grand Cross user learned.
Royal Guard Stone II (Garment) Increases Genesis Ray damage by 15%.

When equipped with Paladin Stone II (Upper), reduces fixed casting time by 0.1 seconds for each 2 levels of Guard user learned.
When equipped with Paladin Stone II (Middle), increases holy property magical damage by 5%.
When equipped with Paladin Stone II (Lower), increases Genesis Ray damage by additional 15%.

Sorcerer
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Scholar Stone (Upper) Reduces delay after attack by 1% for each level of Study user learned.
Scholar Stone (Middle) Reduces fixed casting time of Double Bolt by 0.4 seconds.
Scholar Stone (Lower) Increase Fire Bolt, Cold Bolt and Lightning Bolt damage by 20%.
Sorcerer Stone (Garment) Increases Psychic Wave damage by 10%.

When equipped with Scholar Stone (Upper), increases Psychic Wave damage by 15%.
When equipped with Scholar Stone (Middle), reduces cooldown of Warmer by 15 seconds.
When equipped with Scholar Stone (Lower), reduces cooldown of Psychic Wave by 2 seconds.

Scholar Stone II (Upper) Increases Earth Spike and Heaven's Drive damage by 20%.
Scholar Stone II (Middle) Increases Fire Bolt, Cold Bolt and Lightning Bolt damage by 20%.
Scholar Stone II (Lower) Matk + 2 for each level of Hindsight user learned.
Sorcerer Stone II (Garment) Increases Diamond Dust damage by 15%.

When equipped with Scholar Stone II (Top), increases Diamond Dust damage by 10%.
When equipped with Scholar Stone II (Middle), increases Earth Grave damage by 20%.
When equipped with Scholar Stone II (Bottom), reduces cooldown of Varetyr Spear by 1 second.

Wanderer / Minstrel
Maestro.png Wanderer.png
Clown Gypsy Stone (Upper) Atk + 2 for each level of Dance Lessons or Music Lessons user learned.
Clown Gypsy Stone (Middle) Increases Melody Strike and Slinging Arrow damage by 20%.
Clown Gypsy Stone (Lower) Increases Arrow Vulcan damage by 20%.
Wanderer Minstrel Stone (Garment) Increases Severe Rainstorm damage by 15%.

When equipped with Clown Gypsy Stone (Upper), increases Severe Rainstorm damage by 15%.
When equipped with Clown Gypsy Stone (Middle), reduces Severe Rainstorm cooldown by 1 second.
When equipped with Clown Gypsy Stone (Lower), reduces fixed casting time by 0.5 seconds.

Clown Gypsy Stone II (Upper) Increases Arrow Vulcan damage by 15%.
Clown Gypsy Stone II (Middle) Increases neutral property magical damage by 1% for each level of Melody Strike or Slinging Arrow user learned.
Clown Gypsy Stone II (Lower) Increases Melody Strike and Slinging Arrow damage by 15%.
Wanderer Minstrel Stone II (Garment) Increases Reverberation damage by 15%.

When equipped with Clown Gypsy Stone II (Upper), increases Reverberation damage by 10%.
When equipped with Clown Gypsy Stone II (Middle), reduces SP consumption of Reverberation and Metallic Sound by 20%.
When equipped with Clown Gypsy Stone II (Lower), increases Metallic Sound damage by 20%.

Genetic
Geneticist.png
Creator Stone (Upper) Atk + 2 for each level of Learning Potion user learned.
Creator Stone (Middle) Increases heal effectiveness by 2% for each level of Potion Pitcher user learned.
Creator Stone (Lower) Increases Acid Terror damage by 20%.
Genetic Stone (Garment) Increase Cart Cannon damage by 10%.

When equipped with Creator Stone (Upper), increases Cart Cannon damage by 15%.
When equipped with Creator Stone (Middle), reduces cooldown of Mandragora Howl by 3 seconds.
When equipped with Creator Stone (Lower), increases long ranged physical damage by 5%.

Creator Stone II (Upper) Increases physical damage against all size enemies by 1% for each level of Summon Flora user learned.
Creator Stone II (Middle) Increases Acid Bomb damage by 25%.
Creator Stone II (Lower) Increases long ranged physical damage by 1% for 2 levels of Acid Bomb user learned.
Genetic Stone II (Garment) Increases Crazy Vines damage by 20%.

When equipped with Creator Stone II (Upper), reduces cooldown of Cart Tornado by 0.7 seconds.
When equipped with Creator Stone II (Middle), increases Spore Explosion damage by 20%.
When equipped with Creator Stone II (Lower), reduces fixed casting time by 0.1 seconds for 2 levels of Acid Bomb user learned.

Shadow Chaser
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Stalker Stone (Upper) Atk + 2 for each level of Intimidate user learned.
Stalker Stone (Middle) Hit + 2 for each level of Vulture's Eye user learned.
Stalker Stone (Lower) Increases Backstab damage by 20%.
Shadow Chaser Stone (Garment) Increases Triangle Shot damage by 15%.

When equipped with Stalker Stone (Upper), increases Triangle Shot damage by 15%.
When equipped with Stalker Stone (Middle), increases long ranged physical damage by 10%.
When equipped with Stalker Stone (Lower), reduces SP consumption of Triangle Shot by 10%.

Stalker Stone II (Upper) Atk + 2 for each level of Gank user learned.
Stalker Stone II (Middle) Increases Back Stab damage by 15%.
Stalker Stone II (Lower) Hit + 1 for each level of Improve Dodge user learned.
Shadow Chaser Stone II (Garment) Increases Fatal Menace damage by 15%.

When equipped with Stalker Stone II (Upper), increases Fatal Menace damage by 10%.
When equipped with Stalker Stone II (Middle), reduces SP consumption of Fatal Menace by 10%.
When equipped with Stalker Stone II (Lower), has a 1% chance to restore 1% of damage as SP when dealing physical damage.

Sura
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Champion Stone (Upper) Atk + 2 for each level of Iron Fists user learned.
Champion Stone (Middle) Hit + 2 for each level of Flee user learned.
Champion Stone (Lower) Increases Raging Quadruple Blow damage by 20%.
Sura Stone (Garment) Increase Rampage Blast damage by 15%.

When equipped with Champion Stone (Upper), increases Rampage Blast damage by 10%.
When equipped with Champion Stone (Middle), reduces fixed casting time of Zen by 40%.
When equipped with Champion Stone (Lower), when using Rampage Blast, has 30% chance to auto-cast Zen.

Champion Stone II (Upper) Increases Glacier Fist damage by 15%.
Champion Stone II (Middle) Increases Raging Thrust damage by 15%.
Champion Stone II (Lower) Atk + 2 for each level of Divine Protection user learned.
Sura Stone II (Garment) Increases Knuckle Arrow damage by 15%.

When equipped with Champion Stone II (Upper), increases Tiger Cannon damage by 15%.
When equipped with Champion Stone II (Middle), MaxHP + 10%.
When equipped with Champion Stone II (Lower), increases Tiger Cannon damage by 15%.

Soul Reaper
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Soul Linker Stone (Upper) Matk + 2 for each level of Happy Break user learned.
Soul Linker Stone (Middle) Increases Esma damage by 20%.
Soul Linker Stone (Lower) Reduces variable casting time by 2% for each level of Kaahi user learned.
Soul Reaper Stone (Garment) Increases Eswhoo damage by 20%.

When equipped with Soul Linker Stone (Upper), increases Eswhoo damage by 20%.
When equipped with Soul Linker Stone (Middle), increases Espa damage by 20%.
When equipped with Soul Linker Stone (Lower), reduces fixed casting time by 0.5 seconds.

Star Emperor
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Star Gladiator Stone (Upper) Atk + 2 for each level of Peaceful Break user learned.
Star Gladiator Stone (Middle) Reduces fixed casting time of Feelings of Sun, Moon, and Star and Hatred of Sun, Moon, and Star by 50%.
Star Gladiator Stone (Lower) Increases attack speed (reduces delay after attack by 1%) for each level of Knowledge of Sun, Moon, and Star user learned.
Star Emperor Stone (Garment) Increases Falling Star, Solar Burst and Full Moon Kick damage by 20%.

When equipped with Star Gladiator Stone (Upper), increases Falling Star damage by 15%.
When equipped with Star Gladiator Stone (Middle), increases Solar Burst damage by 15%.
When equipped with Star Gladiator Stone (Lower), has a 1% chance to restore 1% of damage as SP when dealing physical damage.

Kagerou / Oboro
Kagerou.png Oboro.png
Ninja Stone (Upper) Atk + 2 and Matk + 2 for each level of Ninja Mastery user learned.
Ninja Stone (Middle) Increases Throw Huuma Shuriken damage by 20%.
Ninja Stone (Lower) Increases Exploding Dragon, Snow Flake Draft and First Wind damage by 20%.
Kagerou Stone (Garment) Increases Swirling Petal damage by 25%.

When equipped with Ninja Stone (Upper), increases Cross Slash damage by 25%.
When equipped with Ninja Stone (Middle), increases Kunai Explosion damage by 25%.
When equipped with Ninja Stone (Lower), has a 1% chance to restore 1% of damage as SP when dealing physical damage.

Oboro Stone (Garment) Increases Flaming Petals damage by 20%.

When equipped with Ninja Stone (Upper), increases Exploding Dragon, Snow Flake Draft and First Wind damage by 30%.
When equipped with Ninja Stone (Middle), increases Freezing Spear and Wind Blade damage by 20%.
When equipped with Ninja Stone (Lower), reduces variable casting time by 15%.

Rebellion
Rebel.png
Gunslinger Stone (Upper) Atk + 2 for each level of Snake Eyes user learned.
Gunslinger Stone (Middle) Increases Desperado damage by 20%.
Gunslinger Stone (Lower) Increases long ranged physical damage by 1% for 2 levels of Chain Action user learned.
Rebellion Stone (Garment) Increases Hammer of God and Round Trip damage by 20%.

When equipped with Gunslinger Stone (Upper), increases Round Trip damage by 15%.
When equipped with Gunslinger Stone (Middle), increases Hammer of God damage by 20%.
When equipped with Gunslinger Stone (Lower), increases Vanishing Buster damage by 25%.


Einbroch 3 Dungeon


4_M_ALCHE_E.gif
Field Manager Elmen can be found outside Einbroch Dungeon first floor, he will trade the equipments and enchant the weapons with Dynites that he crafts using the dungeons loots.
The first time you enchant a weapon it will cost 10 25814.png Dynites and it will allow you to choose all 3 enchants, every time after that it will cost 5 25814.png Dynites and you will be able to choose only 1 enchant that you want to replace, all of the given enchants values are random.

25814.png Dynite Recipe

1 25809.png Redium
1 25810.png Rindium
1 25811.png Odium
1 25812.png Purdium
1 25813.png Whidium

Available Enchants
Slot 1

ATK - 5 ~ 45
ATK% - 1% ~ 10%
MATK - 5 ~ 45
MATK% - 1% ~ 10%

Slot 2

Damage to Element - 3% ~ 20%
Heal Effectiveness - 3% ~ 25%
Flee - 7 - 35
Variable Cast Reduction - 5% ~ 10%
HIT - 5 ~ 35
ASPD - 1 ~ 2
Crit - 3 ~ 10
Crit Damage - 5% ~ 20%
After Cast Delay - 5% ~ 10%

Slot 3

Damage to Race - 3% ~ 20%
Ignore DEF normal - 3% - 25%
Ignore MDEF normal - 3% - 25%
Damage to Normal Monsters - 3% ~ 18%
Damage to Boss - 3% ~ 18%
Heal Effectiveness - 7% ~ 25%
Variable Cast Reduction - 5% ~ 10%


Malangdo

Malangdo enchants are different on TrifectaRO. Any coin grade can give you any enchant you want. But higher grade coins will give you higher level enchants.
For example, if you were to use an E grade coin, you get a level 1 enchant, but if you use an A grade coin, you get a level 5 enchant.

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Weapons can be enchanted at Malangdo(213, 166) with Mayomayo.
Enchantments can be upgraded at the Market by the NPC Enchant Upgrader, each upgrade costs 1 6418.png Malangdo Token.
Malangdo tokens can be purchased with NPC Upgrade Tokens on the market, each token costs 4 6418.png A Class Coin.

All normal Malangdo weapons are enchantable, a full list will be available at some point.

Enchantment Costs
6423.png Seagod's Anger 6418.png A Class Coin 6419.png B Class Coin 6420.png C Class Coin 6421.png D Class Coin 6422.png E Class Coin
Initial Enchantment Level 6 5 4 3 2 1
Enchantment Cost 4 8 12 24 40 60
Available Enchants
Stats Enchants HP % SP % DEF MDEF CRIT MATK % Fighting Spirit Spell Expert Archer
Level 1 1 1% 1% 2 2 CRI +3 MATK +1% / Fixed cast time -1 second ATK +6 MATK +6 / Variable cast time -4% Long Range ATK +2%
Level 2 2 2% 2% 4 4 CRI +6 MATK +2% / Fixed cast time -1 second ATK +9 MATK +9 / Variable cast time -6% Long Range ATK +4%
Level 3 3 3% 3% 6 6 CRI +9 MATK +3% / Fixed cast time -1 second ATK +12 MATK +12 / Variable cast time -8% Long Range ATK +6%
Level 4 4 4% 4% 8 8 CRI +12 MATK +4% / Fixed cast time -1 second ATK +15 MATK +15 / Variable cast time -10% Long Range ATK +8%
Level 5 5 5% 5% 10 10 CRI +15 MATK +5% / Fixed cast time -1 second ATK +18 MATK +18 / Variable cast time -12% Long Range ATK +10%
Level 6 6 6% 6% 12 12 CRI +18 MATK +6% / Fixed cast time -1 second ATK +21 MATK +21 / Variable cast time -14% Long Range ATK +12%
Level 7 7 7% 7% 14 14 CRI +21 MATK +7% / Fixed cast time -1 second ATK +24 MATK +24 / Variable cast time -16% Long Range ATK +14%
Level 8 8 8% 8% 16 16 CRI +24 MATK +8% / Fixed cast time -1 second ATK +27 MATK +27 / Variable cast time -18% Long Range ATK +16%
Level 9 9 9% 9% 18 18 CRI +27 MATK +9% / Fixed cast time -1 second ATK +30 MATK +30 / Variable cast time -20% Long Range ATK +18%
Level 10 10 10% 10% 20 20 CRI +30 MATK +10% / Fixed cast time -1 second ATK +50 MATK +50 / Variable cast time -20% Long Range ATK +20% / ASPD +1

Honor Enchants

Honor enchants((Known as Prontera enchants in the enchant token NPC)) are obtained from Dylan outside of the Prontera Prison, the usual location.

You are able to choose what enchant you want, and it starts at level 1.
Available enchant types:

 Rune of Strength
 Rune of Agility
 Rune of Intelligence
 Rune of Dexterity
 Rune of Luck
 Rune of Vitality

Hidden Enchants

These enchants are available from Apprentice Craftsman in Prontera at approximately 163,60.

Here you're able to add stat enchants to certain armor. Detailed list later.

Old biolab Enchants

You may choose which stats you want in slot 3 and 4. You may choose your special enchant in slot 2.
There is no chance to fail, however, the stats in slot 3 and 4 always start at level 1, and are upgraded through the upgrade enchanter in the market.
Slot 2 enchants:

 Mettle((ATK +3 - 33%, HIT + 3 - 30))
 Magic Essence((MATK + 3 - 33%, Reduce fixed cast time by 0.1 - 1 second))
 Master Archer((ASPD + 1 - 10%, Range damage + 4 - 44%))
 Adamantine((Max HP + 5 - 55%, DEF + 15 - 150))
 Affection((MDEF + 3 - 30%, Increase healing skills + 5 - 55%))
 Acute((Crit + 3 - 30, Critical damage + 10 - 110%))


Slot 3 and 4 enchants are stats

OS Equipment Enchants

Full list coming soon.
The enchants are official, however, you can choose which enchant you get.

Old Glastheim Enchants

Slotting the boots can still fail, however, you may choose which enchant you get in the fourth slot, and which special enchant you get in the third slot.
You can change the special enchant by paying 10 extra coagulated spells.
NOTE:
This will over write your current third slot special enchant.

Horror Toy Factory Enchants

These enchants have been changed slightly.
The cost was increased to 30 bloody coins per enchant.
You may only enchant each item once.

Enchantable items:

 Lush Rose
 Celine's Ribbon
 Old Parasol
 Shadow Walk
 Shadow Walk [1]
 Wounded Heart
 Gentle Heart
 Red Lantern
 Evil Thread Gloves

Enchants available:

 Stats
 Fighting Spirit
 Critical
 MATK +%
 Spell

Ghost Palace Enchants

Ghost palace gives any of the weapons two random options.
On our server, Thanatos weapons can not get the attribute enchants.

Slot 1:

 Increase damage to monsters with certain attributes
 Size Mod
 ASPD
 ASPD%
 Variable Cast Time
 Heal +%
 Reduce SP consumption
 After cast delay

Slot 2:

 Increase damage to race
 ATK +%
 Increase critical damage
 Indestructible weapon
 MATK +%
 Variable Cast Time

Geffen Magic Tournament Enchants

Coming Soon

Mora Enchants

Not only have the mora enchant NPCs been completely redone, but the trade NPC have also been completely redone as well.
You can get the appropriate gear from the same official NPCs, however, instead of going through dialogue and getting random gear, you can just buy it from a shop with mora coins.

The enchants have been completely changed as well.
All of the new enchants are done by one NPC, the Master of Relics, located at mora,96,74.
Each piece of equipment can be enchanted up to 2 times.

There's some ranger hate going on right now, and none of the ranger enchants have been updated at all.

Like most of the updated enchants, you can choose which enchant type you want, and level them up through the enchant upgrader in the market.

Available enchants:

 Fighting Spirit
 ATK +%
 Spell
 MATK +%
 Expert Archer
 Fatal
 Max HP
 Max SP
 ASPD
 Stats


Rock Ridge Enchants

Rock ridge items can be enchanted only one time, but the enchant can be chosen, and leveled up.

Available Enchants:

 Stats
 Max HP
 Max SP
 Expert Archer
 Spell
 Fighting Spirit
 Fatal
 ASPD


Excellion Enchants

The enchants are default, the main difference is that the enchant can be directly purchased using 100 old fuel tanks.

Wing Enchants

Currently, in the market, you're able to enchant Fallen angel wings, and Archangel wings.
Fallen angel wings can be enchanted twice, while Archangel wings can be enchanted three times.

Available enchants for Fallen angel wings:

 Fighting Spirit
 Spell
 Expert Archer
 Fatal((Critical Damage))
 Max HP
 Max SP
 ASPD
 Stats

Available enchants for Archangel Wings:

 Fighting Spirit
 Spell
 Expert Archer
 Fatal((Critical Damage))
 Max HP
 Max SP
 ASPD
 Blessed STR
 Blessed AGI
 Blessed INT
 Blessed DEX
 Blessed LUK
 Blessed VIT

Magma Dungeon Enchants

The NPC to enchant your lava leather equipment is located outside of magma dungeon. Yuno field 3,41,144
It costs 1000000 zeny to enchant each slot of equipment.
Each lava leather piece can be enchanted twice.
Each lava leather piece can be upgraded at the enchant upgrader in the market for 1000000 zeny per upgrade.

Available enchants for Lava Leather Armor:

 Stats 
 Max HP
 Max SP
 ATK %
 MATK %
 DEF
 MDEF


Glastheim Abyss Enchants Enchants

The NPC is located at glast_01,193,272. This is right outside of the old glast heim instance.
Like the lava enchants, it costs 1000000 zeny per enchant.

Available enchants for GH abyss weapons:
Slot 1:

 Damage to element 1% - 30%
 Magic damage to element 1% - 30%
 Size Mod
 Heal %
 ATK%
 MATK%

Slot 2:

 Damage to Race 1% - 30%
 Magic Damage to Race 1% - 30%
 Physical damage to normal monsters
 Physical damage to boss monsters
 Magical damage to normal monsters
 magical damage to boss monsters
 Ignore DEF normal monsters
 Ignore DEF boss monsters
 Ignore MDEF normal monsters
 Ignore MDEF boss monsters

Illusion Dungeon Enchants

You can find the illusion enchanters beside the upgrade enchanter in the market.

The illusion armor enchants can all be upgraded at the armor upgrader, and there is no restriction on which pieces can get what enchant.

The illusion weapon enchants are a little bit stronger than official ones.
Although, we do not have the level 3 weapon enchants available at the moment.

Available enchants for Illusion dungeon Armor:

 Stats
 Runes
 Max HP
 Max SP
 HP absorb 2
 SP absorb 2

Available enchants for Illusion dungeon weapons:
Slot 1:

 Damage to element 1% - 30%
 Magic damage to element 1% - 30%
 HP 100 - 1500
 SP consumption -1 - -10
 ATK 5 - 50
 ATK % 1 - 20
 Variable Cast time -1 - -20
 MATK 5 - 50
 MATK % 1 - 20

Slot 2:

 Damage to Race 1% - 30%
 Magic Damage to Race 1% - 30%
 ASPD % 1% - 10%
 Range Damage 1% - 20%
 Crit damage 1% - 20%
 After Cast Delay 1% - 20%
 Flee

Soutane Enchants

Like most other enchants on this server, all of the enchants will always start at level 1, and you upgrade them by providing more materials in the market.

Slot 1:

 Stats(STR, INT, etc)
 Crit
 Flee
 DEF
 MDEF
 MaxHP
 MaxSP

Slot 2:

 Stats(STR, INT, etc)
 Crit
 Flee
 DEF
 MDEF
 MaxHP
 MaxSP

Slot 3:

 Stats(STR, INT, etc)
 Crit
 Flee
 DEF
 MDEF
 MaxHP
 MaxSP
 Blessed Stats(Armor only)
 Fighting Spirit
 Spell
 Expert Archer
 Fatal
 ASPD