Enchant System
A Classic+ feature. The Cirrus Enchanter rolls random options ("enchants") onto your equipped gear. Each piece has a fixed set of slots, and every slot has its own theme, so you always know what kind of option a slot will land: a random pick and value from within that theme.
How it works
| NPC | Cirrus Enchanter, Prontera 162,191 |
| Cost | 1,000,000 Zeny per roll · 2,000,000 on a weapon if you name Slot 1 · on armor, 1,500,000 to narrow Slot 1 to three stats or 4,000,000 to name it |
| Re-roll | Every try re-rolls all slots as a fresh set; keep going for the combo you want |
| Slots per piece | Weapon: 4 · Armor / Garment / Shoes / Headgear / Accessory: 3 |
| Covered slots | Armor · Garment · Shoes · Upper Headgear · Weapon · both Accessories |
| Not covered | Mid/Lower Headgear · Shield · Costumes |
Each slot rolls one option from its themed pool; the value is random within the listed range.
You see the roll before it is applied — and the fee is spent either way
The Enchanter charges you, rolls, then shows you the result before it touches your gear. You can refuse it and keep the options you already had — but refusing does not refund the fee. That is deliberate: if refusing were free, one fee would buy unlimited re-rolls until a jackpot appeared. Decide before you pay, not after.
First roll on a bare piece is applied straight away. If the piece has no options at all there is nothing to keep, so there is no prompt — the Enchanter just tells you what you got. Once a piece carries any option, the preview and the choice come back.
Accessories
Each equipped accessory is listed as side + item name, e.g. "Accessory (Left) - Skull Ring". The left/right matches your equipment window, so two same-name accessories are still easy to tell apart. Equip a second accessory to enchant a second one.
Armor (survival)
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Core stat (nameable) | STR / AGI / VIT / INT / DEX / LUK | +1 to +3 |
| 2 | Defense | DEF · MDEF · Max HP % · Max SP % | DEF/MDEF +1-3 · HP/SP +1-5% |
| 3 | Element resist | reduces damage taken from an element (any of the 10) | +2% to +5% |
You can narrow or name Slot 1 on armor
Armor Slot 1 is the only slot with six possible outcomes, so left to chance you land the stat you actually want one time in six. There are two ways to shorten that:
| You pay | You get | Chance of a chosen stat |
|---|---|---|
| 1,000,000 Zeny | rolls freely across all six | 1 in 6 |
| 1,500,000 Zeny | rolls inside one set of three you pick | 1 in 3 |
| 4,000,000 Zeny | the exact stat you name | guaranteed |
The two sets are AGI / DEX / LUK and STR / VIT / INT, which between them cover all six stats, so every stat is reachable at the middle price.
The amount is still rolled at every price: naming STR guarantees STR, not +3 STR. Slots 2 and 3 stay random too, and the 1,000,000 Zeny roll is not going anywhere.
Garment (mitigation & evasion)
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Offense (flat) | ATK · MATK · Crit | ATK/MATK +5-10 · Crit +2-5 |
| 2 | Evasion / mitigation | Ranged Resist · Melee Resist · Flee · Perfect Dodge | Ranged 2-5% · Melee 3-7% · Flee +3-10 · P.Dodge +1-3 |
| 3 | Race resist | reduces damage taken from a monster race (any of the 10) | +2% to +5% |
Shoes (mobility & tempo)
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Tempo | Ranged Dmg % (physical only) · Melee Dmg % (physical only) · reduce Variable Cast · reduce After-Cast Delay | Dmg +2-5% · Cast/Delay reduced 3-7% |
| 2 | Size resist | reduces damage taken from a size (S/M/L, covers physical, magic and misc) | +2% to +5% |
| 3 | Enemy-element resist | reduces physical damage from monsters of an element (any of the 10) | +2% to +5% |
Slot 1: the two damage options are physical only
Ranged Dmg % and Melee Dmg % raise physical damage only. They do nothing for magic attacks, so a Wizard, Priest or any other caster gets no value from either one.
Which of the two applies depends on your attack range, not your class or weapon: a bow Hunter's attacks count as ranged, a Knight's swing counts as melee. You only benefit from the one that matches how you fight.
Casters get their value from the other two options instead: reduce Variable Cast and reduce After-Cast Delay. After-Cast Delay is worth having on physical skill users too, since it speeds up skill spam regardless of damage type.
Upper Headgear (utility & farming)
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Utility | Hit · SP Consumption | Hit +3-8 · SP Cost reduced 3-7% |
| 2 | Farming | + EXP earned from a monster race (any of the 10) | +2% to +5% |
| 3 | Magic ward | reduces magic damage from monsters of an element (9, no Neutral) | +2% to +5% |
Weapon (offense)
Slot 1 sets the weapon's damage type
Roll ATK % or Critical Damage % and the weapon is physical, so the other three slots give the physical +damage options. Roll MATK % and it's magic, so the other three give the magic version. The four enchants always match each other.
You can name Slot 1 on a weapon
Left to chance, one roll in three lands MATK, which is dead weight on a bow, a spear or any other physical weapon, and it takes the other three slots with it.
So on a weapon you may name Slot 1 instead: pick ATK %, Critical Damage % or MATK % and it is guaranteed. That costs 2,000,000 Zeny instead of 1,000,000.
Rolling it at random is still 1,000,000 Zeny and is not going anywhere. Slots 2, 3 and 4 stay random either way, and everything other than weapons is unchanged at 1,000,000 Zeny.
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Power (sets type, nameable) | ATK % · Critical Damage % (physical) · MATK % (magic) | ATK/MATK +2-5% · Crit +3-8% |
| 2 | vs Element | + damage to a target element (any of the 10), phys or magic to match Slot 1 | +3% to +7% |
| 3 | vs Race | + damage to a monster race (any of the 10), phys or magic to match Slot 1 | +3% to +7% |
| 4 | vs Size | + damage to a target size (S/M/L), phys or magic to match Slot 1 | +3% to +7% |
Accessory (recovery)
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Healing | Heal Power % · Healing Received % | +3% to +7% |
| 2 | Regen | HP Recovery Rate % · SP Recovery Rate % (natural sit/stand regen) | +10% to +30% |
| 3 | Flat pool | Max HP (flat) · Max SP (flat) | HP +50-200 · SP +20-80 |
Reference lists
- Elements (10): Neutral, Water, Earth, Fire, Wind, Poison, Holy, Shadow, Ghost, Undead
- Races (10): Formless, Undead, Brute, Plant, Insect, Fish, Demon, Demi-Human, Angel, Dragon
- Sizes (3): Small, Medium, Large