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 |
| 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.
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 | 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% |
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, so there are no wasted rolls.
| Slot | Theme | Possible options | Range |
|---|---|---|---|
| 1 | Power (sets type) | 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