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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) / pDef

Double your P.Atk → roughly double your damage.

Magic damage uses a square root formula:

damage = (power * sqrt(mAtk)) / mDef

Double 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:

SlotPvP Damage / EnchantPvE Damage / Enchant
Weapon+2.5%+5%

Armor (Physical Defense):

SlotPvP Defense / EnchantPvE 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):

SlotPvP Defense / EnchantPvE Defense / Enchant
Necklace+0.5%+1%
Earrings+0.5% each+1% each
Rings+0.5% each+1% each

Example: +20 Full Set

SlotPvP BonusPvE 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

AttemptRegular ScrollBlessed Scroll
+1 to +3100% (safe)100% (safe)
+4 to +1680%90%
+17 to +2060%70%
+21 to +3040%50%
+31 and above20%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.