GuidesEnchanting
Enchanting
Every weapon and every piece of armour can be taken from +1 to +15. The first seven steps are free of risk, the next five can knock you back down, and the last three can take the item off you entirely. Here is the whole ladder, and what it costs.
+15
highest enchant
4
materials, one per band
+8
first step that can drop you
+13
first step that can destroy
Step by step
How an enchant is done
Enchanting happens at an NPC, not in your bag. The same NPC also handles jewels, awakening and evolution, so it is the one you will come back to for everything that improves gear you already own.
- 1
Find the Enhancement NPC
Every town has one — Wilot and Anse in Waldchen, Isloge in Tringel, Hanen, Helbarm and Shuttleworth in Etherain, Kalidas in Aukra, Hank in Kortok, Hancell in Old Esmara. Their name carries the word Enhancement. The other crafting NPC beside them, marked Crafting, is a different window: that one is for recipes, not enchanting. - 2
Open the enchant menu
Talk to them and pick enchanting from the list of things they do. The window takes one piece of equipment and one material. - 3
Put the item in, put a Photon in
Which Photon depends on the level you are going for, and only one is ever consumed per attempt. The table below says which. - 4
Choose your odds
Four buttons: 100%, 75%, 50% and 25%. This is the actual chance of success, not a rating — the server rolls against exactly that number. 100% cannot fail. - 5
Add a reagent if you are past +7
Optional, and it costs you the reagent every time — but from +8 onward a failure has teeth, and from +13 it can end the item.
Materials
The four Photons
One material per attempt, whichever odds you choose. The Photon changes every few levels; nothing else in the recipe does.
Photon
+1 → +6The starter material. Common enough that the early ladder is really just a heim cost.
Packing Photon
+7 → +9Where enchanting stops being free. +7 is still safe; +8 and +9 are not.
Trans Photon
+10 → +12+10 is a safe step again — a genuine breather before the last stretch.
Extra Photon
+13 → +15The last three levels. Every one of them can destroy the item outright.
One Photon, whatever odds you pick
Dropping to 25% does not buy you a cheaper material — the attempt still eats exactly one Photon. What changes is the heim, and on high-tier gear it barely changes at all: on Elite-level equipment a 25% attempt still costs three quarters of what the guaranteed one costs. Unless you are enchanting something disposable, the 100% button is almost always the right one.
The risk
What a failure actually costs
This is the part worth reading twice. The penalty is not the same at every level, and it is not the same on every piece of gear.
| Target | Material | If it fails | Chance of the penalty |
|---|---|---|---|
| +1 → +7 | Photon / Packing Photon | Nothing. You lose the material and the heim. | — |
| +8 | Packing Photon | Drops one enchant level | 60% · 30% on level 68+ gear · 20% on the top weapons |
| +9 | Packing Photon | Drops two enchant levels | 60% · 30% on level 68+ gear · 20% on the top weapons |
| +10 | Trans Photon | Nothing | — |
| +11 | Trans Photon | Drops one enchant level | 50% · 33% on the top weapons |
| +12 | Trans Photon | Drops two enchant levels | 50% · 33% on the top weapons |
| +13 → +15 | Extra Photon | The item is destroyed | 50% · the top two weapon tiers drop a level instead |
Insurance
The two reagents
Both cancel the penalty for one attempt. Neither improves your chance of succeeding.
Blue Reagent
stops the dropFor +8 to +12. If the attempt fails, the enchant level stays where it was instead of falling one or two steps.
Red Reagent
stops the destructionFor +13 to +15. If the attempt fails, the item survives. This is the only thing standing between a bad roll and losing the piece.
Each reagent matches one kind of penalty, and the window will not accept the wrong one. Be aware that the reagent is spent the moment you press the button — it is consumed on a success as well as on a failure, so a run of good luck at 100% still burns through them.
Supply
Turning junk stones into Photons
The small stones that drop everywhere are not vendor trash. They convert upward, five to one, all the way into enchant material — and every step is guaranteed.

Maxi Stone
×5

Over Stone
×5

Strength Stone
×5

Mega Stone
×5

Giga Stone
×1

Photon
Every step succeeds outright — there is no roll anywhere in the chain. The exchange rate is steep, at 625 Maxi Stones for a single Photon, but the stones cost you nothing but the mobs you were already killing.
Supply
Two places that hand you Photons outright
Converting stones is the fallback. These two are faster, and neither of them is a grind you would not already be doing.
Repeat a mission
Every clear after your first on a given mission pays a Photon — ninety-seven times in a hundred a plain one, two per cent a Packing Photon and one per cent a Trans Photon. A short mission you can run on repeat is the closest thing the game has to a Photon farm.
Hit 50% in a region
The halfway mark on every Area Conquest bar pays a stack of enchant material outright, and it climbs with the region: twenty Photons in the Forest of Beasts, sixty by the Frozen Palace, Packing Photons from the Valley of the Dragonkin, Trans Photons in Green Earth — and ten Extra Photons in the Boreas Mountains, which is the only bulk source of the material for +13 and up.

