Enchanting System
The original enchanting system gave raw P.Atk, M.Atk, P.Def, and M.Def bonuses. The problem? These stats scaled differently from each other, creating unpredictable and imbalanced results the higher you enchanted.
We rebuilt it from scratch.
The Old Problem
The damage formulas scale stats differently:
Physical damage scales linearly with P.Atk:
damage = (skillPower + pAtk) / pDefDouble your P.Atk → roughly double your damage.
Magic damage uses a square root formula:
damage = (power * sqrt(mAtk)) / mDefDouble your M.Atk → only ~41% more damage (diminishing returns).
This created multiple problems:
- Physical classes benefited far more from enchant bonuses than magic classes
- The same +100 M.Atk meant less at 1000 M.Atk than at 500 M.Atk
- P.Def and M.Def had their own separate scaling
- The interaction between all these stats became unpredictable at higher enchants
Skill Power Becomes Worthless
Look at the physical formula again: (skillPower + pAtk) / pDef
At +0 with 500 P.Atk and a 1000 power skill, skill power is 67% of your damage. But at high enchants with 1500 P.Atk, that same skill power drops to 40% of your damage.
The more you enchant, the less your skills matter. Auto-attacks - which scale purely with P.Atk - become relatively stronger. High enchant meta becomes auto-attack meta.
Classes designed around powerful skills get their identity erased. A Gladiator’s Triple Sonic Slash means less at +20 than it did at +0, relative to just swinging your weapon.
Two equally enchanted players didn’t fight the same as when both were +0 - the formulas made sure of that.
The New System
Instead of feeding raw stats into broken formulas, enchanting now provides percentage-based PvP damage and defense bonuses - applied after all the formula math is done:
Weapons:
| Slot | PvP Damage / Enchant | PvE Damage / Enchant |
|---|---|---|
| Weapon | +2.5% | +5% |
Armor (Physical Defense):
| Slot | PvP Defense / Enchant | PvE Defense / Enchant |
|---|---|---|
| Chest Armor | +0.5% | +1% |
| Leg Armor | +0.5% | +1% |
| Full Body Armor | +1.0% | +2% |
| Helmet | +0.5% | +1% |
| Boots | +0.5% | +1% |
| Gloves | +0.5% | +1% |
| Shield | +0.5% | +1% |
Jewelry (Magical Defense):
| Slot | PvP Defense / Enchant | PvE Defense / Enchant |
|---|---|---|
| Necklace | +0.5% | +1% |
| Earrings | +0.5% each | +1% each |
| Rings | +0.5% each | +1% each |
Example: +20 Full Set
| Slot | PvP Bonus | PvE Bonus |
|---|---|---|
| Weapon | +50% Damage | +100% Damage |
| Armor (5 pieces) | +50% Physical Defense | +100% Physical Defense |
| Jewelry (5 pieces) | +50% Magical Defense | +100% Magical Defense |
In PvP: Two +20 players cancel each other out - fights are decided by skill, class, and strategy.
In PvE: Double damage and defense means significantly faster farming.
Enchant Scrolls
Enchant scrolls are available from the Community Board shop.
Regular Scrolls
On failure: item becomes crystallized (keeps enchant, becomes bound)
Blessed Scrolls
Higher success rates than regular scrolls
Enchant Chances
| Attempt | Regular Scroll | Blessed Scroll |
|---|---|---|
| +1 to +3 | 100% (safe) | 100% (safe) |
| +4 to +16 | 80% | 90% |
| +17 to +20 | 60% | 70% |
| +21 to +30 | 40% | 50% |
| +31 and above | 20% | 30% |
No maximum enchant level. Practical target is +25 for competitive play.
Enchant Failure Protection
Traditional enchanting destroyed items on failure - hours of progress, gone to RNG. We fixed that.
Read more about Crystallized Items →
Failed enchants crystallize your item instead of destroying it:
- Keeps its current enchant level
- Becomes character-bound
- Still fully usable in combat
Your highest enchant is always preserved. Bad luck can’t reset your progress to zero.
On L2Cruma, enchanting rewards dedication. Not your wallet. Everyone plays by the same rules.
See Enchant Challenge Points for the P2W system we removed.