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		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=290</id>
		<title>Enchantment</title>
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		<updated>2026-05-06T20:18:28Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
There are two separate enchant systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it does&lt;br /&gt;
! Materials needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds +1 to STR, STA, DEX or WIL per success&lt;br /&gt;
| Jewel + Attribute Tablet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds an element level from +1 to +9&lt;br /&gt;
| Jewel + Elemental Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Materials ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop, Guardian gachas&lt;br /&gt;
| Only enchant material available directly in the shop&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Guardian gachas that can contain enchant materials include Machine Coin, Dragon Set Boxes, Divinity Set Boxes and Black Scale Set Boxes. Some exist in variants such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
For complete drop tables, use the &#039;&#039;&#039;[[JFTSE Item Finder|JFTSE Item Finder]]&#039;&#039;&#039;: [https://lilli-samson.github.io/JFTSE-Item-Finder/]&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used in all enchant attempts and are consumed on use.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the Jewel is the main factor in the success chance. For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIL +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data uses WIS internally, but the player-facing stat is WIL.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Attribute Tablets&lt;br /&gt;
! Elemental Stones&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hair&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pants&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Foot&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cap&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hand&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Glasses&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bag&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Socks&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds +1 to the selected stat on that equipment piece, up to the equipment&#039;s maximum for that stat.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Equipment has 6 STR, maximum is 9 STR.&lt;br /&gt;
Up to +3 STR can be added through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from +1 to +9. Failed attempts do not downgrade below +5. Downgrade risk starts when attempting +6.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Success Chance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = JewelValue - currentLevel × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result is clamped between 0% and 100%.&lt;br /&gt;
&lt;br /&gt;
Example — upgrading from +5 to +6 with Peridot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example success chances for key upgrades:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel (50)&lt;br /&gt;
! Peridot (70)&lt;br /&gt;
! Iolite (100)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expected Attempts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! To reach +5&lt;br /&gt;
! From +5 to +9&lt;br /&gt;
! Recommendation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for low-value attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high cost&lt;br /&gt;
| Only if materials are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for +1 to +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced choice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
The offensive element of a Racket only contributes when it matches the element of the skill effect used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay details, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A high element level can still underperform if the element matchup is unfavorable. When damage feels lower than expected, check the reaction table first.&lt;br /&gt;
&lt;br /&gt;
Defensive elements can be stacked across multiple equipment parts. For example, both Earth and Water Defense perform well against incoming Wind attacks, so equipping both can provide stronger coverage than one alone.&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense in Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardians have their own elements. When a Guardian uses a skill, it selects the&lt;br /&gt;
element that matches that skill to amplify its outgoing damage. Guardian elements&lt;br /&gt;
are attack elements only — they do not reduce incoming player damage.&lt;br /&gt;
&lt;br /&gt;
Example: A Guardian with both Wind and Water that uses Homing Soul will apply&lt;br /&gt;
Wind, because Homing Soul is a Wind-based skill.&lt;br /&gt;
&lt;br /&gt;
For Guardian Mode, offensive element matching on the Racket is the higher priority.&lt;br /&gt;
Defensive elements are secondary but can noticeably reduce incoming Guardian&lt;br /&gt;
elemental damage if the element matches the Guardian&#039;s attacking element.&lt;br /&gt;
&lt;br /&gt;
Before investing in defensive elemental enchants, check which elements the&lt;br /&gt;
Guardians you face actually use in the table below.&lt;br /&gt;
&lt;br /&gt;
== Guardian Element Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Guardian&lt;br /&gt;
! Attack Elements&lt;br /&gt;
! Element Grade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dokaro – Sikaro&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ikaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doteko – Siteko&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eteko&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doga – Siga&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ega&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dogoliath – Sigoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dotossakan – Sitossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Etoossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doblood – Siblood&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iblood&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windra – Fyra&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thundera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;All Devil Guardians&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dolizard – Silizard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kuromaro&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Akamaro&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aomaro&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kokechamaro&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chachamaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Siromaro&#039;&#039;&#039;&lt;br /&gt;
| Wind, Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yeppeuni – Saechimi&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boss&lt;br /&gt;
! Attack Elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hell Blood&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Royal Lizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tossakan Boss&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TB-255&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dance King&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Higher Element Grade means stronger elemental attacks. To reduce incoming elemental&lt;br /&gt;
damage from a Guardian, check the reaction table and equip a defensive element that&lt;br /&gt;
performs well against the Guardian&#039;s attack element.&lt;br /&gt;
&lt;br /&gt;
== Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Recommended approach&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Avoid serious enchanting or use cheap materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better — no downgrade risk, but weak Jewels waste many attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite — downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended — failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier to reduce wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offensive build&#039;&#039;&#039;&lt;br /&gt;
| Match Racket element to the skill effects you use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive setup for Guardian Mode&#039;&#039;&#039;&lt;br /&gt;
| Check the Guardian Element Reference above, then use the reaction table to pick a matching defensive element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels for Attribute Enchanting&lt;br /&gt;
| Attribute Enchanting is often guaranteed — use the cheapest Jewel&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for high-level Elemental Enchants&lt;br /&gt;
| Peridot or Iolite for +6 and above&lt;br /&gt;
|-&lt;br /&gt;
| Assuming +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success formula, not the whole result&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring element matchups when damage feels low&lt;br /&gt;
| Check the reaction table — a high level with a bad matchup still underperforms&lt;br /&gt;
|-&lt;br /&gt;
| Skipping defensive elements entirely in Guardian Mode&lt;br /&gt;
| Guardians use elemental attacks — a matching defensive element reduces damage&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on ineligible parts&lt;br /&gt;
| Hair, Glasses, Bag and Socks cannot use Elemental Stones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – STR, STA, DEX, WIL, secondary stats and formulas&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – Quick Slot items, Buff Items and item systems&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – skill effects, usage, timing and synergies&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – map information and gacha availability&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – recommended starting path for new players&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=289</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=289"/>
		<updated>2026-05-06T20:15:57Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Boss Guardians */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
There are two separate enchant systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it does&lt;br /&gt;
! Materials needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds +1 to STR, STA, DEX or WIL per success&lt;br /&gt;
| Jewel + Attribute Tablet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds an element level from +1 to +9&lt;br /&gt;
| Jewel + Elemental Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Materials ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop, Guardian gachas&lt;br /&gt;
| Only enchant material available directly in the shop&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Guardian gachas that can contain enchant materials include Machine Coin, Dragon Set Boxes, Divinity Set Boxes and Black Scale Set Boxes. Some exist in variants such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
For complete drop tables, use the &#039;&#039;&#039;[[JFTSE Item Finder|JFTSE Item Finder]]&#039;&#039;&#039;: [https://lilli-samson.github.io/JFTSE-Item-Finder/]&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used in all enchant attempts and are consumed on use.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the Jewel is the main factor in the success chance. For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIL +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data uses WIS internally, but the player-facing stat is WIL.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Attribute Tablets&lt;br /&gt;
! Elemental Stones&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hair&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pants&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Foot&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cap&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hand&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Glasses&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bag&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Socks&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds +1 to the selected stat on that equipment piece, up to the equipment&#039;s maximum for that stat.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Equipment has 6 STR, maximum is 9 STR.&lt;br /&gt;
Up to +3 STR can be added through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from +1 to +9. Failed attempts do not downgrade below +5. Downgrade risk starts when attempting +6.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Success Chance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = JewelValue - currentLevel × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result is clamped between 0% and 100%.&lt;br /&gt;
&lt;br /&gt;
Example — upgrading from +5 to +6 with Peridot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example success chances for key upgrades:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel (50)&lt;br /&gt;
! Peridot (70)&lt;br /&gt;
! Iolite (100)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expected Attempts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! To reach +5&lt;br /&gt;
! From +5 to +9&lt;br /&gt;
! Recommendation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for low-value attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high cost&lt;br /&gt;
| Only if materials are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for +1 to +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced choice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
The offensive element of a Racket only contributes when it matches the element of the skill effect used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay details, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A high element level can still underperform if the element matchup is unfavorable. When damage feels lower than expected, check the reaction table first.&lt;br /&gt;
&lt;br /&gt;
Defensive elements can be stacked across multiple equipment parts. For example, both Earth and Water Defense perform well against incoming Wind attacks, so equipping both can provide stronger coverage than one alone.&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense in Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardians have their own elements. When a Guardian uses a skill, it selects the&lt;br /&gt;
element that matches that skill to amplify its outgoing damage. Guardian elements&lt;br /&gt;
are attack elements only — they do not reduce incoming player damage.&lt;br /&gt;
&lt;br /&gt;
Example: A Guardian with both Wind and Water that uses Homing Soul will apply&lt;br /&gt;
Wind, because Homing Soul is a Wind-based skill.&lt;br /&gt;
&lt;br /&gt;
For Guardian Mode, offensive element matching on the Racket is the higher priority.&lt;br /&gt;
Defensive elements are secondary but can noticeably reduce incoming Guardian&lt;br /&gt;
elemental damage if the element matches the Guardian&#039;s attacking element.&lt;br /&gt;
&lt;br /&gt;
Before investing in defensive elemental enchants, check which elements the&lt;br /&gt;
Guardians you face actually use in the table below.&lt;br /&gt;
&lt;br /&gt;
== Guardian Element Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Guardian&lt;br /&gt;
! Elements&lt;br /&gt;
! Element Grade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dokaro – Sikaro&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ikaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doteko – Siteko&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eteko&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doga – Siga&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ega&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dogoliath – Sigoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dotossakan – Sitossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Etoossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doblood – Siblood&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iblood&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windra – Fyra&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thundera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;All Devil Guardians&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dolizard – Silizard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kuromaro&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Akamaro&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aomaro&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kokechamaro&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chachamaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Siromaro&#039;&#039;&#039;&lt;br /&gt;
| Wind, Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yeppeuni – Saechimi&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boss&lt;br /&gt;
! Elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hell Blood&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Royal Lizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tossakan Boss&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TB-255&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dance King&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Higher Element Grade means stronger elemental attacks. To reduce incoming elemental&lt;br /&gt;
damage from a Guardian, check the reaction table and equip a defensive element that&lt;br /&gt;
performs well against the Guardian&#039;s attack element.&lt;br /&gt;
&lt;br /&gt;
== Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Recommended approach&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Avoid serious enchanting or use cheap materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better — no downgrade risk, but weak Jewels waste many attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite — downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended — failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier to reduce wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offensive build&#039;&#039;&#039;&lt;br /&gt;
| Match Racket element to the skill effects you use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive setup for Guardian Mode&#039;&#039;&#039;&lt;br /&gt;
| Check the Guardian Element Reference above, then use the reaction table to pick a matching defensive element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels for Attribute Enchanting&lt;br /&gt;
| Attribute Enchanting is often guaranteed — use the cheapest Jewel&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for high-level Elemental Enchants&lt;br /&gt;
| Peridot or Iolite for +6 and above&lt;br /&gt;
|-&lt;br /&gt;
| Assuming +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success formula, not the whole result&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring element matchups when damage feels low&lt;br /&gt;
| Check the reaction table — a high level with a bad matchup still underperforms&lt;br /&gt;
|-&lt;br /&gt;
| Skipping defensive elements entirely in Guardian Mode&lt;br /&gt;
| Guardians use elemental attacks — a matching defensive element reduces damage&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on ineligible parts&lt;br /&gt;
| Hair, Glasses, Bag and Socks cannot use Elemental Stones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – STR, STA, DEX, WIL, secondary stats and formulas&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – Quick Slot items, Buff Items and item systems&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – skill effects, usage, timing and synergies&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – map information and gacha availability&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – recommended starting path for new players&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=288</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=288"/>
		<updated>2026-05-06T20:15:21Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Elemental Defense in Guardian Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
There are two separate enchant systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it does&lt;br /&gt;
! Materials needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds +1 to STR, STA, DEX or WIL per success&lt;br /&gt;
| Jewel + Attribute Tablet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds an element level from +1 to +9&lt;br /&gt;
| Jewel + Elemental Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Materials ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop, Guardian gachas&lt;br /&gt;
| Only enchant material available directly in the shop&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Guardian gachas that can contain enchant materials include Machine Coin, Dragon Set Boxes, Divinity Set Boxes and Black Scale Set Boxes. Some exist in variants such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
For complete drop tables, use the &#039;&#039;&#039;[[JFTSE Item Finder|JFTSE Item Finder]]&#039;&#039;&#039;: [https://lilli-samson.github.io/JFTSE-Item-Finder/]&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used in all enchant attempts and are consumed on use.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the Jewel is the main factor in the success chance. For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIL +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data uses WIS internally, but the player-facing stat is WIL.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Attribute Tablets&lt;br /&gt;
! Elemental Stones&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hair&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pants&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Foot&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cap&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hand&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Glasses&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bag&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Socks&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds +1 to the selected stat on that equipment piece, up to the equipment&#039;s maximum for that stat.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Equipment has 6 STR, maximum is 9 STR.&lt;br /&gt;
Up to +3 STR can be added through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from +1 to +9. Failed attempts do not downgrade below +5. Downgrade risk starts when attempting +6.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Success Chance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = JewelValue - currentLevel × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result is clamped between 0% and 100%.&lt;br /&gt;
&lt;br /&gt;
Example — upgrading from +5 to +6 with Peridot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example success chances for key upgrades:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel (50)&lt;br /&gt;
! Peridot (70)&lt;br /&gt;
! Iolite (100)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expected Attempts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! To reach +5&lt;br /&gt;
! From +5 to +9&lt;br /&gt;
! Recommendation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for low-value attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high cost&lt;br /&gt;
| Only if materials are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for +1 to +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced choice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
The offensive element of a Racket only contributes when it matches the element of the skill effect used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay details, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A high element level can still underperform if the element matchup is unfavorable. When damage feels lower than expected, check the reaction table first.&lt;br /&gt;
&lt;br /&gt;
Defensive elements can be stacked across multiple equipment parts. For example, both Earth and Water Defense perform well against incoming Wind attacks, so equipping both can provide stronger coverage than one alone.&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense in Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardians have their own elements. When a Guardian uses a skill, it selects the&lt;br /&gt;
element that matches that skill to amplify its outgoing damage. Guardian elements&lt;br /&gt;
are attack elements only — they do not reduce incoming player damage.&lt;br /&gt;
&lt;br /&gt;
Example: A Guardian with both Wind and Water that uses Homing Soul will apply&lt;br /&gt;
Wind, because Homing Soul is a Wind-based skill.&lt;br /&gt;
&lt;br /&gt;
For Guardian Mode, offensive element matching on the Racket is the higher priority.&lt;br /&gt;
Defensive elements are secondary but can noticeably reduce incoming Guardian&lt;br /&gt;
elemental damage if the element matches the Guardian&#039;s attacking element.&lt;br /&gt;
&lt;br /&gt;
Before investing in defensive elemental enchants, check which elements the&lt;br /&gt;
Guardians you face actually use in the table below.&lt;br /&gt;
&lt;br /&gt;
== Guardian Element Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Guardian&lt;br /&gt;
! Elements&lt;br /&gt;
! Element Grade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dokaro – Sikaro&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ikaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doteko – Siteko&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eteko&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doga – Siga&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ega&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dogoliath – Sigoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dotossakan – Sitossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Etoossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doblood – Siblood&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iblood&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windra – Fyra&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thundera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;All Devil Guardians&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dolizard – Silizard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kuromaro&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Akamaro&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aomaro&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kokechamaro&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chachamaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Siromaro&#039;&#039;&#039;&lt;br /&gt;
| Wind, Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yeppeuni – Saechimi&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boss&lt;br /&gt;
! Elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hell Blood&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Royal Lizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tossakan Boss&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TB-255&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dance King&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Element Grade indicates how strongly a Guardian applies its element. Guardians with multiple elements select the best matching one based on the skill they use.&lt;br /&gt;
&lt;br /&gt;
== Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Recommended approach&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Avoid serious enchanting or use cheap materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better — no downgrade risk, but weak Jewels waste many attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite — downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended — failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier to reduce wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offensive build&#039;&#039;&#039;&lt;br /&gt;
| Match Racket element to the skill effects you use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive setup for Guardian Mode&#039;&#039;&#039;&lt;br /&gt;
| Check the Guardian Element Reference above, then use the reaction table to pick a matching defensive element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels for Attribute Enchanting&lt;br /&gt;
| Attribute Enchanting is often guaranteed — use the cheapest Jewel&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for high-level Elemental Enchants&lt;br /&gt;
| Peridot or Iolite for +6 and above&lt;br /&gt;
|-&lt;br /&gt;
| Assuming +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success formula, not the whole result&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring element matchups when damage feels low&lt;br /&gt;
| Check the reaction table — a high level with a bad matchup still underperforms&lt;br /&gt;
|-&lt;br /&gt;
| Skipping defensive elements entirely in Guardian Mode&lt;br /&gt;
| Guardians use elemental attacks — a matching defensive element reduces damage&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on ineligible parts&lt;br /&gt;
| Hair, Glasses, Bag and Socks cannot use Elemental Stones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – STR, STA, DEX, WIL, secondary stats and formulas&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – Quick Slot items, Buff Items and item systems&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – skill effects, usage, timing and synergies&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – map information and gacha availability&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – recommended starting path for new players&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=287</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=287"/>
		<updated>2026-05-06T20:10:59Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
There are two separate enchant systems:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it does&lt;br /&gt;
! Materials needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds +1 to STR, STA, DEX or WIL per success&lt;br /&gt;
| Jewel + Attribute Tablet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds an element level from +1 to +9&lt;br /&gt;
| Jewel + Elemental Stone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Materials ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop, Guardian gachas&lt;br /&gt;
| Only enchant material available directly in the shop&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian gachas&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Guardian gachas that can contain enchant materials include Machine Coin, Dragon Set Boxes, Divinity Set Boxes and Black Scale Set Boxes. Some exist in variants such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
For complete drop tables, use the &#039;&#039;&#039;[[JFTSE Item Finder|JFTSE Item Finder]]&#039;&#039;&#039;: [https://lilli-samson.github.io/JFTSE-Item-Finder/]&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used in all enchant attempts and are consumed on use.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the Jewel is the main factor in the success chance. For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIL +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data uses WIS internally, but the player-facing stat is WIL.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Part&lt;br /&gt;
! Attribute Tablets&lt;br /&gt;
! Elemental Stones&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hair&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pants&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Foot&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cap&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hand&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Glasses&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bag&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Socks&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds +1 to the selected stat on that equipment piece, up to the equipment&#039;s maximum for that stat.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Equipment has 6 STR, maximum is 9 STR.&lt;br /&gt;
Up to +3 STR can be added through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from +1 to +9. Failed attempts do not downgrade below +5. Downgrade risk starts when attempting +6.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Success Chance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = JewelValue - currentLevel × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result is clamped between 0% and 100%.&lt;br /&gt;
&lt;br /&gt;
Example — upgrading from +5 to +6 with Peridot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example success chances for key upgrades:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel (50)&lt;br /&gt;
! Peridot (70)&lt;br /&gt;
! Iolite (100)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expected Attempts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! To reach +5&lt;br /&gt;
! From +5 to +9&lt;br /&gt;
! Recommendation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for low-value attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high cost&lt;br /&gt;
| Only if materials are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for +1 to +5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced choice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
The offensive element of a Racket only contributes when it matches the element of the skill effect used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay details, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A high element level can still underperform if the element matchup is unfavorable. When damage feels lower than expected, check the reaction table first.&lt;br /&gt;
&lt;br /&gt;
Defensive elements can be stacked across multiple equipment parts. For example, both Earth and Water Defense perform well against incoming Wind attacks, so equipping both can provide stronger coverage than one alone.&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense in Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardians have their own element sets. When a Guardian uses a skill, it selects the element that best matches that skill to amplify the attack.&lt;br /&gt;
&lt;br /&gt;
Example: A Guardian with both Wind and Water that uses Homing Soul will apply Wind, because Homing Soul is a Wind-based skill.&lt;br /&gt;
&lt;br /&gt;
For Guardian Mode, offensive element matching on the Racket is the higher priority. Defensive elements are secondary but can noticeably reduce incoming Guardian elemental damage if the element matches the Guardian&#039;s attacking element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before investing in defensive elemental enchants, check which elements the Guardians you face actually use.&#039;&#039;&#039; The table below lists all Guardian elements.&lt;br /&gt;
&lt;br /&gt;
== Guardian Element Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Guardian&lt;br /&gt;
! Elements&lt;br /&gt;
! Element Grade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dokaro – Sikaro&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ikaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doteko – Siteko&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eteko&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doga – Siga&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ega&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dogoliath – Sigoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egoliath&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dotossakan – Sitossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Etoossakan&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doblood – Siblood&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iblood&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windra – Fyra&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thundera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;All Devil Guardians&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dolizard – Silizard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kuromaro&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Akamaro&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aomaro&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kokechamaro&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chachamaro&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Siromaro&#039;&#039;&#039;&lt;br /&gt;
| Wind, Water&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Yeppeuni – Saechimi&#039;&#039;&#039;&lt;br /&gt;
| Earth, Water&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Boss Guardians ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boss&lt;br /&gt;
! Elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hell Blood&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hera&#039;&#039;&#039;&lt;br /&gt;
| Wind, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Royal Lizard&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tossakan Boss&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TB-255&#039;&#039;&#039;&lt;br /&gt;
| Earth, Wind, Fire&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dance King&#039;&#039;&#039;&lt;br /&gt;
| Earth, Fire, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Element Grade indicates how strongly a Guardian applies its element. Guardians with multiple elements select the best matching one based on the skill they use.&lt;br /&gt;
&lt;br /&gt;
== Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Recommended approach&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Avoid serious enchanting or use cheap materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better — no downgrade risk, but weak Jewels waste many attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite — downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended — failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier to reduce wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offensive build&#039;&#039;&#039;&lt;br /&gt;
| Match Racket element to the skill effects you use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive setup for Guardian Mode&#039;&#039;&#039;&lt;br /&gt;
| Check the Guardian Element Reference above, then use the reaction table to pick a matching defensive element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels for Attribute Enchanting&lt;br /&gt;
| Attribute Enchanting is often guaranteed — use the cheapest Jewel&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for high-level Elemental Enchants&lt;br /&gt;
| Peridot or Iolite for +6 and above&lt;br /&gt;
|-&lt;br /&gt;
| Assuming +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success formula, not the whole result&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring element matchups when damage feels low&lt;br /&gt;
| Check the reaction table — a high level with a bad matchup still underperforms&lt;br /&gt;
|-&lt;br /&gt;
| Skipping defensive elements entirely in Guardian Mode&lt;br /&gt;
| Guardians use elemental attacks — a matching defensive element reduces damage&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on ineligible parts&lt;br /&gt;
| Hair, Glasses, Bag and Socks cannot use Elemental Stones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – STR, STA, DEX, WIL, secondary stats and formulas&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – Quick Slot items, Buff Items and item systems&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – skill effects, usage, timing and synergies&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – map information and gacha availability&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – recommended starting path for new players&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Skills&amp;diff=285</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Skills&amp;diff=285"/>
		<updated>2026-05-06T14:23:37Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Skills and Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Skills in Fantasy Tennis describe gameplay effects that are activated during a match.&lt;br /&gt;
&lt;br /&gt;
FT does not use a classic skill tree like many other games. Many skill-like effects are accessed through items, Quick Slot items, Buff items or special shot systems.&lt;br /&gt;
&lt;br /&gt;
The important difference is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item side&#039;&#039;&#039; – what the player buys, owns, equips, consumes or manages.&lt;br /&gt;
* &#039;&#039;&#039;Gameplay effect side&#039;&#039;&#039; – what happens during the match when the item or action is used.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball&#039;&#039;&#039; can be managed as a Quick Slot item, but when used during a match it triggers a Fireball attack effect.&lt;br /&gt;
&lt;br /&gt;
This page focuses on the &#039;&#039;&#039;gameplay effect side&#039;&#039;&#039;: what these effects do, how they are used, which gameplay role they have, and which stats or buffs can support them.&lt;br /&gt;
&lt;br /&gt;
For item categories, Count, Cooltime, Duration, availability and Quick Slot management, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For STR, STA, DEX, WIL and Secondary Stats, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Purpose of This Page ==&lt;br /&gt;
&lt;br /&gt;
This page is not meant to be a complete item database.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Items&#039;&#039;&#039; page explains what players buy, equip, manage and consume.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Skills&#039;&#039;&#039; page explains what the activated effects do during gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Page&lt;br /&gt;
! Main focus&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039;&lt;br /&gt;
| Item category, Count, Cooltime, Duration, Quick Slot setup and item management&lt;br /&gt;
| Fireball as an item, Item Bash as a Buff Item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Gameplay effect, role, usage, synergy and counterplay&lt;br /&gt;
| Fireball as an attack effect, Item Bash as a damage buff effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039;&lt;br /&gt;
| Numerical values and formulas&lt;br /&gt;
| STR, STA, DEX, WIL, Secondary Stats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot products may be unavailable, disabled, event-only, promo-only or part of special bundles. Availability should be documented on the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
This page focuses on common and important gameplay effects.&lt;br /&gt;
&lt;br /&gt;
== How Skills Work in FT ==&lt;br /&gt;
&lt;br /&gt;
Many skill-like effects in FT follow this basic flow:&lt;br /&gt;
&lt;br /&gt;
# The player owns or buys an item.&lt;br /&gt;
# The item can be equipped or placed into a usable slot.&lt;br /&gt;
# The player activates it during gameplay.&lt;br /&gt;
# The item triggers a gameplay effect.&lt;br /&gt;
# The effect applies damage, healing, control, protection, support or a temporary buff.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Concept&lt;br /&gt;
! Meaning&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
| The object bought, owned, equipped or consumed by the player&lt;br /&gt;
| Fireball item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot&#039;&#039;&#039;&lt;br /&gt;
| A slot used to activate certain items during gameplay&lt;br /&gt;
| Action-key slot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Count / Charges&#039;&#039;&#039;&lt;br /&gt;
| The number of uses available for an item&lt;br /&gt;
| Using Fireball consumes one charge&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill Effect&#039;&#039;&#039;&lt;br /&gt;
| The gameplay effect triggered during a match&lt;br /&gt;
| Fireball attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A clear way to describe this is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball is a Quick Slot item that triggers a Fireball attack effect when used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Effect Properties ==&lt;br /&gt;
&lt;br /&gt;
Skill effects can have different gameplay properties.&lt;br /&gt;
&lt;br /&gt;
These properties explain how the effect behaves during a match.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Meaning&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
| The elemental type of the effect&lt;br /&gt;
| Fire, Wind, Earth, Water or None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shot Count&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles or effect instances&lt;br /&gt;
| Some effects can gain additional shots from DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| Base damage or healing value&lt;br /&gt;
| Negative values in data usually represent damage effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Rate&#039;&#039;&#039;&lt;br /&gt;
| Scaling or rate value used by the effect&lt;br /&gt;
| Depends on the effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting&#039;&#039;&#039;&lt;br /&gt;
| Defines how the effect chooses or applies to targets&lt;br /&gt;
| Single target, area, self, ally or special behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Radius&#039;&#039;&#039;&lt;br /&gt;
| Area range of the effect&lt;br /&gt;
| Important for range heal, range shield or area effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooldown / Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Waiting time before the effect can be used again&lt;br /&gt;
| Item usage details are explained on the Items page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian Cooldown&#039;&#039;&#039;&lt;br /&gt;
| Cooldown used in Guardian Mode&lt;br /&gt;
| Can differ from normal Battle cooldown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This page explains these properties from a gameplay perspective. For item Count, Cooltime, Duration and shop availability, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Skill Effect Types ==&lt;br /&gt;
&lt;br /&gt;
Skill effects can be grouped by their gameplay role.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Purpose&lt;br /&gt;
! Common examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
| Deals damage or applies offensive pressure&lt;br /&gt;
| Fireball, Meteor, Blizzard, Homing Soul, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile Pressure&#039;&#039;&#039;&lt;br /&gt;
| Uses multiple shots or tracking pressure&lt;br /&gt;
| Meteor variants, Homing Soul, Blizzard&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Control / Trap&#039;&#039;&#039;&lt;br /&gt;
| Controls space, creates zones or punishes movement&lt;br /&gt;
| Magic Circle, Crap trap, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
| Disrupts, disables or transforms opponents&lt;br /&gt;
| Flash Bomb, Kiss of Medusa, Polymorph, Minimum&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| Protects the player or reduces incoming pressure&lt;br /&gt;
| Area Shield, Holy Shield&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
| Restores strength or heals players&lt;br /&gt;
| Potion effects, Healing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
| Helps teammates or changes the match state&lt;br /&gt;
| Rebirth, Sandglass&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff&#039;&#039;&#039;&lt;br /&gt;
| Temporarily improves damage, projectiles, movement, defense or ball behavior&lt;br /&gt;
| Item Bash, Blessed Aim, Defensive Auras, Frenzy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The examples above are common gameplay examples, not a full list of every possible Quick Slot product.&lt;br /&gt;
&lt;br /&gt;
== Attack Effects ==&lt;br /&gt;
&lt;br /&gt;
Attack effects are used to damage opponents, force reactions or create offensive pressure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Element&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Works well with&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Direct attack pressure&lt;br /&gt;
| Item Bash, STR-related offensive setups&lt;br /&gt;
| Simple and easy to understand&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Burst / projectile pressure&lt;br /&gt;
| Item Bash, Blessed Aim, DEX projectile setups&lt;br /&gt;
| Strong, but timing matters&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Meteor&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Faster projectile pressure&lt;br /&gt;
| Item Bash, Blessed Aim, DEX projectile setups&lt;br /&gt;
| Useful for pressure-based setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Area damage pressure&lt;br /&gt;
| Item Bash&lt;br /&gt;
| Useful when enemies stay grouped or near the effect area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blizzard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| Random pressure and disruption&lt;br /&gt;
| Item Bash&lt;br /&gt;
| Can be strong, but less predictable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| Tracking pressure&lt;br /&gt;
| Item Bash, Blessed Aim, DEX projectile setups&lt;br /&gt;
| Useful because it pressures moving targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Attack effects are usually easier for beginners than specialized control or utility effects because their purpose is clear: use them to deal damage or create pressure.&lt;br /&gt;
&lt;br /&gt;
== Projectile Effects and DEX ==&lt;br /&gt;
&lt;br /&gt;
Some projectile-based effects can benefit from &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
According to the game logic, specific projectile effects can gain additional shots at certain DEX values.&lt;br /&gt;
&lt;br /&gt;
This applies to effects such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meteor variants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Additional shots&lt;br /&gt;
|-&lt;br /&gt;
| 0–29&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 30–39&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 40–49&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 50–59&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 60+&lt;br /&gt;
| +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one reason why &#039;&#039;&#039;60 DEX&#039;&#039;&#039; can be an important breakpoint for damage or projectile-focused setups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This does not mean that DEX increases the shot count of every skill effect. It applies to specific projectile effects.&lt;br /&gt;
&lt;br /&gt;
For more information about DEX and other attributes, see the &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; section on the Stats page.&lt;br /&gt;
&lt;br /&gt;
== Area Control and Trap Effects ==&lt;br /&gt;
&lt;br /&gt;
Area control and trap effects are used to control court space, punish movement or force opponents into bad positions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Element&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Best used for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| Area control&lt;br /&gt;
| Controlling court space and forcing movement&lt;br /&gt;
| More useful when you understand positioning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crap trap&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| Trap&lt;br /&gt;
| Punishing movement and controlling paths&lt;br /&gt;
| Requires prediction and placement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Area damage&lt;br /&gt;
| Punishing grouped enemies or area movement&lt;br /&gt;
| Easier when enemies stay near the effect area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Area control effects are usually stronger when the player understands positioning, opponent movement and timing.&lt;br /&gt;
&lt;br /&gt;
== Control Effects ==&lt;br /&gt;
&lt;br /&gt;
Control effects are used to disrupt, disable or transform opponents.&lt;br /&gt;
&lt;br /&gt;
They are often strongest when followed up with pressure or damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Element&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Best used for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flash Bomb&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Blind / disruption&lt;br /&gt;
| Interrupting opponents and creating confusion&lt;br /&gt;
| Timing is important&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiss of Medusa&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| Disable / transformation&lt;br /&gt;
| Stopping a target for follow-up pressure&lt;br /&gt;
| Strong but situational&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polymorph&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Transformation&lt;br /&gt;
| Disrupting an opponent&lt;br /&gt;
| Useful when timed during pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Disruption&lt;br /&gt;
| Weakening or disrupting opponents&lt;br /&gt;
| More situational&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Control effects are often better in coordinated play than when used randomly.&lt;br /&gt;
&lt;br /&gt;
== Defense Effects ==&lt;br /&gt;
&lt;br /&gt;
Defense effects help players survive pressure, block dangerous effects or reduce incoming damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Best used for&lt;br /&gt;
! Works well with&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Shield&#039;&#039;&#039;&lt;br /&gt;
| Protection&lt;br /&gt;
| Surviving incoming pressure&lt;br /&gt;
| Defensive Auras, STA-related setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holy Shield&#039;&#039;&#039;&lt;br /&gt;
| Protection / item counter&lt;br /&gt;
| Reducing or blocking enemy item pressure&lt;br /&gt;
| Defensive Auras, support play&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Defense effects are useful when opponents rely heavily on attack or control effects.&lt;br /&gt;
&lt;br /&gt;
== Recovery and Support Effects ==&lt;br /&gt;
&lt;br /&gt;
Recovery and support effects help the player or team stay active during gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion effects&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Restore strength&lt;br /&gt;
| Easy to understand and useful&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Heals the user or nearby players&lt;br /&gt;
| Useful in longer fights&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range Heal&#039;&#039;&#039;&lt;br /&gt;
| Recovery / Team support&lt;br /&gt;
| Heals allies in an area&lt;br /&gt;
| Stronger in team play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebirth&#039;&#039;&#039;&lt;br /&gt;
| Support&lt;br /&gt;
| Revives a teammate with limited strength&lt;br /&gt;
| Strong in team play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sandglass&#039;&#039;&#039;&lt;br /&gt;
| Utility&lt;br /&gt;
| Delays or affects the time limit&lt;br /&gt;
| Situational&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Support effects can be very valuable, but beginners should first understand when their team actually needs them.&lt;br /&gt;
&lt;br /&gt;
== Buff Effects ==&lt;br /&gt;
&lt;br /&gt;
Buff effects temporarily improve another gameplay mechanic.&lt;br /&gt;
&lt;br /&gt;
They usually do not directly attack an opponent. Instead, they support other effects, attacks or playstyles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Buff effect&lt;br /&gt;
! Supports&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Damage Increase&lt;br /&gt;
| Attack effects such as Fireball, Meteor, Blizzard and Homing Soul&lt;br /&gt;
| STR-related offensive setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Projectile +1&lt;br /&gt;
| Projectile-based effects&lt;br /&gt;
| DEX-related projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Defense Increase&lt;br /&gt;
| Defensive and survival setups&lt;br /&gt;
| STA-related survivability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Chargeshot Speed Up&lt;br /&gt;
| Charge-based gameplay&lt;br /&gt;
| Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Ball Spin Increase&lt;br /&gt;
| Ball behavior setups&lt;br /&gt;
| WIL-related ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Ball Damage Increase&lt;br /&gt;
| Ball damage setups&lt;br /&gt;
| WIL-related ball damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Ball Speed Up&lt;br /&gt;
| Ball speed pressure&lt;br /&gt;
| STR-related ball speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Movement Speed Up&lt;br /&gt;
| Mobility and positioning&lt;br /&gt;
| DEX-related movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Buff effects are strongest when they are used shortly before the action they are meant to support.&lt;br /&gt;
&lt;br /&gt;
For Buff Slot Expansion, Cooltime and Duration, see the &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Buff Items]]&#039;&#039;&#039; section on the Items page.&lt;br /&gt;
&lt;br /&gt;
== Range Buff Effects ==&lt;br /&gt;
&lt;br /&gt;
Some buff effects can also exist as range or team-oriented versions.&lt;br /&gt;
&lt;br /&gt;
These effects can support nearby allies instead of only affecting the user.&lt;br /&gt;
&lt;br /&gt;
Examples include range versions of:&lt;br /&gt;
&lt;br /&gt;
* Damage Increase&lt;br /&gt;
* Defense Increase&lt;br /&gt;
* Projectile Speed Increase&lt;br /&gt;
* Ball Damage Increase&lt;br /&gt;
* Ball Speed / Strength Increase&lt;br /&gt;
* Chargeshot Speed Increase&lt;br /&gt;
* Movement Speed Increase&lt;br /&gt;
* Ball Spin Increase&lt;br /&gt;
&lt;br /&gt;
Range buffs are usually more valuable in team play than in solo situations.&lt;br /&gt;
&lt;br /&gt;
== Skill Synergies ==&lt;br /&gt;
&lt;br /&gt;
Some effects work better together than alone.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Useful combination&lt;br /&gt;
! Why it works&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High item damage&#039;&#039;&#039;&lt;br /&gt;
| Item Bash + Fireball / Meteor / Blizzard / Homing Soul&lt;br /&gt;
| Item Bash increases item damage before using attack effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile pressure&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim + Meteor / Homing Soul&lt;br /&gt;
| Adds projectile pressure and can combine well with DEX setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivability&#039;&#039;&#039;&lt;br /&gt;
| Defensive Auras + Area Shield / Holy Shield / Healing&lt;br /&gt;
| Combines damage resistance with defensive or recovery effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball pressure&#039;&#039;&#039;&lt;br /&gt;
| Speed Ball / Top Spin / Power Strike&lt;br /&gt;
| Improves ball speed, spin or ball damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Control follow-up&#039;&#039;&#039;&lt;br /&gt;
| Kiss of Medusa / Polymorph + attack effects&lt;br /&gt;
| Control effects can create openings for damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team sustain&#039;&#039;&#039;&lt;br /&gt;
| Range Heal + defensive effects&lt;br /&gt;
| Helps keep teammates active during longer fights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Buffs should usually be activated shortly before the attack, defense or support effect they are meant to improve.&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Some skill effects have an element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Inferno&lt;br /&gt;
| Fire-based attack effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Magic Circle, Homing Soul&lt;br /&gt;
| Wind-based attack or area-control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crap trap, Kiss of Medusa&lt;br /&gt;
| Earth-based trap or control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Water-based attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
| Healing, shields, utility effects and many buff effects&lt;br /&gt;
| Effects without an elemental type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elements can interact with elemental attack, elemental defense and element reactions.&lt;br /&gt;
&lt;br /&gt;
For more information, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Racket Special Shots ==&lt;br /&gt;
&lt;br /&gt;
Not all skill-like effects come from Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
Some gameplay effects are connected to racket offensive or defensive special shots.&lt;br /&gt;
&lt;br /&gt;
These should be documented separately from Quick Slot effects where needed.&lt;br /&gt;
&lt;br /&gt;
Examples of special shot categories include:&lt;br /&gt;
&lt;br /&gt;
* Offensive special shots&lt;br /&gt;
* Defensive special shots&lt;br /&gt;
* Guardian-related shots&lt;br /&gt;
* Special ball-hit actions&lt;br /&gt;
&lt;br /&gt;
A useful structure is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! What it means&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Item&#039;&#039;&#039;&lt;br /&gt;
| Item from the Item tab that triggers an effect&lt;br /&gt;
| Fireball, Meteor, Blizzard&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Item&#039;&#039;&#039;&lt;br /&gt;
| Item that temporarily improves gameplay&lt;br /&gt;
| Item Bash, Blessed Aim, Frenzy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket Special Shot&#039;&#039;&#039;&lt;br /&gt;
| Special shot connected to racket gameplay&lt;br /&gt;
| Offensive / Defensive special shots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This section can be expanded later with a dedicated list of racket special shots once the exact in-game names and effects are confirmed.&lt;br /&gt;
&lt;br /&gt;
== Skills and Stats ==&lt;br /&gt;
&lt;br /&gt;
Stats can affect gameplay mechanics related to skill effects.&lt;br /&gt;
&lt;br /&gt;
The four main attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Related gameplay area&lt;br /&gt;
! Example connection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
| Offensive pressure and damage-related mechanics&lt;br /&gt;
| Item Bash supports item damage setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
| Survivability and damage reduction&lt;br /&gt;
| Defensive Auras supports defensive setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
| Movement, responsiveness and projectile behavior&lt;br /&gt;
| DEX can increase shot count for some projectile effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior and ball damage&lt;br /&gt;
| Top Spin and Power Strike support ball-based setups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For formulas, scaling and detailed stat explanations, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Recommendations ==&lt;br /&gt;
&lt;br /&gt;
New players should start with effects that are simple and easy to understand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recommended for beginners&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Simple direct attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| Strong offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
| Useful tracking pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Easy recovery option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Shield&#039;&#039;&#039;&lt;br /&gt;
| Helps survive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Simple damage buff for attack effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Useful for projectile-based pressure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effects that require more timing, positioning or experience are better learned later:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Learn later&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Requires positioning and area-control understanding&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crap trap&#039;&#039;&#039;&lt;br /&gt;
| Requires prediction and placement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiss of Medusa&#039;&#039;&#039;&lt;br /&gt;
| Strong but timing-dependent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polymorph&#039;&#039;&#039;&lt;br /&gt;
| More situational and timing-based&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sandglass&#039;&#039;&#039;&lt;br /&gt;
| Situational utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using buffs too early&lt;br /&gt;
| Use buffs shortly before the effect they should support&lt;br /&gt;
|-&lt;br /&gt;
| Using control effects randomly&lt;br /&gt;
| Use them when you can follow up with pressure or damage&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring defensive effects&lt;br /&gt;
| Defense and recovery can be important in longer fights&lt;br /&gt;
|-&lt;br /&gt;
| Only using attack effects&lt;br /&gt;
| Combine attack effects with buffs or support effects&lt;br /&gt;
|-&lt;br /&gt;
| Confusing item details with gameplay role&lt;br /&gt;
| Use the Items page for item details and this page for effect usage&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring DEX breakpoints for projectile setups&lt;br /&gt;
| Some projectile effects gain additional shots at higher DEX values&lt;br /&gt;
|-&lt;br /&gt;
| Treating every Quick Slot product as a beginner item&lt;br /&gt;
| Some items can be event-only, disabled, promotional or situational&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items, Stats and Skills ==&lt;br /&gt;
&lt;br /&gt;
The same name can appear in different contexts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Example&lt;br /&gt;
! Item side&lt;br /&gt;
! Gameplay effect side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot item with Count and Cooltime&lt;br /&gt;
| Fire attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot item with Count and Cooltime&lt;br /&gt;
| Recovery effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Buff item&lt;br /&gt;
| Damage Increase effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Buff item&lt;br /&gt;
| Projectile +1 effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A clear way to describe this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball is a Quick Slot item that triggers a Fireball attack effect when used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki consistent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Main page&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats / Attributes&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX, WIL, Secondary Stats and formulas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Items|Items]]&#039;&#039;&#039;&lt;br /&gt;
| Item category, Count, Cooltime, Duration and item management&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Item List&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Item List|Items]]&#039;&#039;&#039;&lt;br /&gt;
| More complete list of common and special Quick Slot products&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Items]]&#039;&#039;&#039;&lt;br /&gt;
| Synergistic effects, Buff Slot Expansion and timing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill effects&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
| Gameplay effects triggered during a match&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
| Equipment improvement system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items, Count, Cooltime, Duration and item management.&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=284</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=284"/>
		<updated>2026-05-06T14:15:50Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
Enchanting is useful, but it can also consume valuable materials. New players should understand the system before using rare Jewels or Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchant type&lt;br /&gt;
! What it does&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Tablet of Power adds STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds elemental levels from +1 to +9&lt;br /&gt;
| Fire Elemental Stone adds Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every enchant attempt requires:&lt;br /&gt;
&lt;br /&gt;
* one &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
* one &#039;&#039;&#039;Attribute Tablet&#039;&#039;&#039; or &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Materials are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attributes such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Blizzard, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Beginner Explanation ==&lt;br /&gt;
&lt;br /&gt;
If you are new, remember this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Add STR, STA, DEX or WIL to equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Add Fire, Earth, Water or Wind to equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Do not waste rare Jewels on low-value or temporary equipment.&#039;&#039;&#039;&lt;br /&gt;
* For &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
* For high-level &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;, save stronger Jewels such as &#039;&#039;&#039;Peridot&#039;&#039;&#039; and &#039;&#039;&#039;Iolite&#039;&#039;&#039;.&lt;br /&gt;
* For Guardian progression, offensive elements and useful stats are usually more important than defensive elemental enchants.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchant materials can come from the shop and from Guardian-related gachas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Main source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop / Guardian-related gachas&lt;br /&gt;
| Tablets can be bought directly in the shop and can also appear in some gachas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Attribute Tablets are the only enchant materials that can also be bought directly in the shop. Jewels and Elemental Stones mainly come from gachas.&lt;br /&gt;
&lt;br /&gt;
== Gacha Sources for Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Several Guardian-related gachas can contain Jewels, Attribute Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine Coin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dragon Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Divinity Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Black Scale Set Boxes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some gachas exist in different variants, such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
Because there are many variants, this page does not list every individual drop table.&lt;br /&gt;
&lt;br /&gt;
For complete item and gacha comparisons, use a dedicated drop-rate page or the &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== JFTSE Item Finder ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039; is a community tool linked by JFTSE that can help players compare equipment, gacha items and item stats.&lt;br /&gt;
&lt;br /&gt;
It can be useful when planning:&lt;br /&gt;
&lt;br /&gt;
* which equipment piece is worth enchanting&lt;br /&gt;
* which gacha may contain useful enchant materials&lt;br /&gt;
* which item has useful stats before or after enchantment&lt;br /&gt;
* which equipment fits a build goal such as STR, DEX, STA, WIL, Move Speed, Quickslots, Buffslots or HP&lt;br /&gt;
&lt;br /&gt;
Link:&lt;br /&gt;
&lt;br /&gt;
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always compare important information with current ingame data if something looks outdated or inconsistent.&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used during enchant attempts.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels greatly improve the success chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
! Beginner meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
| Very low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
| Low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
| Medium success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Good success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
| High success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| Best success support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Jewels are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, do not waste rare Jewels if the attempt is already guaranteed.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels become much more important at higher levels.&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
! Player-facing stat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
| STA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
| DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIS +1 internally&lt;br /&gt;
| WIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data may use &#039;&#039;&#039;WIS&#039;&#039;&#039; internally, but the player-facing stat is &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting adds STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the selected Attribute on that equipment piece.&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting does not use the same +1 to +9 level system as Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
Instead, the Attribute increases by 1 until the equipment reaches its maximum value for that Attribute.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A piece of equipment has 6 STR and can reach 9 STR.&lt;br /&gt;
This means it can gain up to +3 STR through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If Attribute Enchanting is guaranteed, use the cheapest available Jewel and save rare Jewels such as Peridot or Iolite for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchant Limits ==&lt;br /&gt;
&lt;br /&gt;
Equipment pieces can have maximum Attribute values.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* STR and MAX_STR&lt;br /&gt;
* STA and MAX_STA&lt;br /&gt;
* DEX and MAX_DEX&lt;br /&gt;
* WIL and MAX_WIL&lt;br /&gt;
&lt;br /&gt;
The base value is the Attribute value the equipment already provides.&lt;br /&gt;
&lt;br /&gt;
The maximum value is the highest value that Attribute can reach on that equipment piece through Attribute Enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These limits are equipment-specific. They are not a global character stat cap.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting uses levels from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every enchant material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Tablets ===&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
Elemental Stones cannot be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting adds an element to equipment.&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Failed attempts up to &#039;&#039;&#039;+5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
&lt;br /&gt;
Downgrade risk starts when attempting &#039;&#039;&#039;+6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Efficiency range&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 0–5&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 6–8&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| 6–11&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| 6–14&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 6–17&lt;br /&gt;
| No&lt;br /&gt;
| Last level before downgrade risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| 10–20&lt;br /&gt;
| Yes&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 14–24&lt;br /&gt;
| Yes&lt;br /&gt;
| Riskier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 18–28&lt;br /&gt;
| Yes&lt;br /&gt;
| High risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| 22–32&lt;br /&gt;
| Yes&lt;br /&gt;
| Highest level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; FailedPercent is used in the success calculation. It should not be read as the final fail chance by itself.&lt;br /&gt;
&lt;br /&gt;
== Success Chance ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the success chance is mainly determined by the Jewel used.&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants also apply a small level-based penalty.&lt;br /&gt;
&lt;br /&gt;
Simplified formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is limited between &#039;&#039;&#039;0%&#039;&#039;&#039; and &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Trying to upgrade from &#039;&#039;&#039;+5 to +6&#039;&#039;&#039; uses the +6 row.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Peridot&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Iolite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
100 - 5 × (35 / 100) = 98.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the displayed ingame success rate before starting an enchant attempt.&lt;br /&gt;
&lt;br /&gt;
== Example Success Chances ==&lt;br /&gt;
&lt;br /&gt;
The following table shows example success chances for Elemental Enchants with stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel&lt;br /&gt;
! Peridot&lt;br /&gt;
! Iolite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 → +2&#039;&#039;&#039;&lt;br /&gt;
| 49.90%&lt;br /&gt;
| 69.90%&lt;br /&gt;
| 99.90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2 → +3&#039;&#039;&#039;&lt;br /&gt;
| 49.60%&lt;br /&gt;
| 69.60%&lt;br /&gt;
| 99.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3 → +4&#039;&#039;&#039;&lt;br /&gt;
| 49.25%&lt;br /&gt;
| 69.25%&lt;br /&gt;
| 99.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 → +7&#039;&#039;&#039;&lt;br /&gt;
| 47.60%&lt;br /&gt;
| 67.60%&lt;br /&gt;
| 97.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Failure and Downgrade ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchants:&lt;br /&gt;
&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+0 to +5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+5 to +9&#039;&#039;&#039; can downgrade the current element level by 1 on failure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Failing &#039;&#039;&#039;+4 → +5&#039;&#039;&#039; does not downgrade.&lt;br /&gt;
* Failing &#039;&#039;&#039;+5 → +6&#039;&#039;&#039; can downgrade the item from +5 to +4.&lt;br /&gt;
* Failing higher attempts can also reduce the current elemental level by 1.&lt;br /&gt;
&lt;br /&gt;
Pushing beyond +5 is much riskier than reaching +5.&lt;br /&gt;
&lt;br /&gt;
== Drop Rate and Success Chance ==&lt;br /&gt;
&lt;br /&gt;
Drop rate and enchant success chance are different systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drop rate&#039;&#039;&#039; tells you how hard it is to get the material.&lt;br /&gt;
* &#039;&#039;&#039;Success chance&#039;&#039;&#039; tells you how likely the enchant attempt is to work.&lt;br /&gt;
&lt;br /&gt;
For real farming value, both matter.&lt;br /&gt;
&lt;br /&gt;
A useful simplified formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Expected Gacha Opens per Successful Enchant =&lt;br /&gt;
Average Tries for Jewel / Success Rate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Peridot&#039;&#039;&#039; has &#039;&#039;&#039;50 Average Tries&#039;&#039;&#039; in a gacha and the enchant success chance is &#039;&#039;&#039;68.25%&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
50 / 0.6825 = 73.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that, on average, about &#039;&#039;&#039;73 gacha openings&#039;&#039;&#039; are needed to get enough Peridot for one successful enchant at that success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This only estimates the Jewel side. Elemental Stones and other required materials are also needed.&lt;br /&gt;
&lt;br /&gt;
== Understanding Average Tries ==&lt;br /&gt;
&lt;br /&gt;
Some gacha tables use &#039;&#039;&#039;Average Tries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Tries&#039;&#039;&#039; means the average number of gacha openings needed to receive the item once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average Tries&lt;br /&gt;
! Approx. drop chance&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| About 1 item every 10 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| About 1 item every 20 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
| 2%&lt;br /&gt;
| About 1 item every 50 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| 1%&lt;br /&gt;
| About 1 item every 100 openings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A lower Average Tries value means the item is more common.&lt;br /&gt;
&lt;br /&gt;
A higher Average Tries value means the item is rarer.&lt;br /&gt;
&lt;br /&gt;
== Material Bottlenecks ==&lt;br /&gt;
&lt;br /&gt;
Enchanting often depends on more than one material.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Attribute Tablet&lt;br /&gt;
* the equipment&#039;s Attribute maximum&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Elemental Stone&lt;br /&gt;
* the Jewel&lt;br /&gt;
* downgrade recovery after +5&lt;br /&gt;
&lt;br /&gt;
A good farming source should therefore be judged by more than one drop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* If you already have many Elemental Stones but lack Peridot, farm a source with better Peridot rates.&lt;br /&gt;
* If you have good Jewels but lack Elemental Stones, farm a source with better Stone rates.&lt;br /&gt;
* If you need both, compare both material drop rates.&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Strategy ==&lt;br /&gt;
&lt;br /&gt;
There is no perfect strategy for every player.&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* how valuable the equipment is&lt;br /&gt;
* how many Jewels you have&lt;br /&gt;
* how many Stones or Tablets you have&lt;br /&gt;
* how much risk you are willing to take&lt;br /&gt;
&lt;br /&gt;
A useful general strategy:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Do not waste rare Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Use cheaper Jewels or skip serious enchanting&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reach +5 Elemental&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +6 and +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +8 and +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| High-level failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expected Attempts by Jewel Strength ==&lt;br /&gt;
&lt;br /&gt;
The following values are approximate expected attempts based on the success formula and downgrade behavior.&lt;br /&gt;
&lt;br /&gt;
They are meant as practical guidance, not as a guarantee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Expected attempts to reach +5&lt;br /&gt;
! Expected attempts from +5 to +9&lt;br /&gt;
! Practical use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious Elemental Enchants&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for expendable attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high risk / cost&lt;br /&gt;
| Only if resources are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for early levels, risky for high levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Safest and most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical conclusion:&#039;&#039;&#039; Very weak Jewels may look cheap, but they can consume many Stones, Jewels and attempts over time.&lt;br /&gt;
&lt;br /&gt;
== Practical Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Suggested approach&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Rare Jewels are more valuable for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Avoid serious enchanting or use cheap materials&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| Failures are expensive and can downgrade the item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive and Defensive Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants can affect elemental gameplay in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive element&#039;&#039;&#039; – mainly comes from the equipped &#039;&#039;&#039;Racket&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Defensive elements&#039;&#039;&#039; – can come from other eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
The equipped &#039;&#039;&#039;Racket&#039;&#039;&#039; is used as the offensive element when it matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Fire&#039;&#039;&#039;-enchanted Racket can support Fire-based effects such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039; or &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;Wind&#039;&#039;&#039;-enchanted Racket can support Wind-based effects such as &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; or &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other eligible equipment parts can contribute defensive elements and may help against incoming elemental attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment part&lt;br /&gt;
! Main elemental role&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Offensive element&lt;br /&gt;
| Fire Racket supports Fire-based skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body / Pants / Foot / Cap / Hand&#039;&#039;&#039;&lt;br /&gt;
| Defensive elements&lt;br /&gt;
| Can help against incoming elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental attack is not only about having a high enchantment level. The element also needs to match the effect you want to support.&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Elemental attack only matters when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
| Common offensive element for direct damage effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
| Useful for tracking pressure or area-control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab trap, Kiss of Medusa&lt;br /&gt;
| Related to trap or control-style effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Related to water-based pressure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay usage of these effects, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
This matters because the same elemental enchantment can perform differently depending on the opponent&#039;s defensive element.&lt;br /&gt;
&lt;br /&gt;
In simple terms:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Strong&#039;&#039;&#039; reaction means the element is favorable.&lt;br /&gt;
* A &#039;&#039;&#039;Weak&#039;&#039;&#039; reaction means the element is unfavorable.&lt;br /&gt;
* A neutral or empty entry means there is no special strong or weak interaction shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how this element performs as an offensive element against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how this element performs as a defensive element against an incoming elemental attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Wind&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Earth&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means choosing an element is not only about increasing the level of one enchantment. It also depends on what element you expect to attack or defend against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If an elemental setup feels weaker than expected, the reaction table may explain why. A high elemental level can still perform poorly if the element matchup is unfavorable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Elemental reactions follow FT&#039;s own game logic and should not be assumed to work like elemental systems in other games.&lt;br /&gt;
&lt;br /&gt;
=== Weak Reactions and Final Damage ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Weak&#039;&#039;&#039; reaction means that this specific elemental matchup is unfavorable in the reaction table.&lt;br /&gt;
&lt;br /&gt;
However, the final damage is not always determined by one single table entry alone. The result can also depend on the full elemental setup, such as:&lt;br /&gt;
&lt;br /&gt;
* the offensive element&lt;br /&gt;
* the defender&#039;s active defensive elements&lt;br /&gt;
* the enchantment levels involved&lt;br /&gt;
* how multiple defensive elements are combined&lt;br /&gt;
&lt;br /&gt;
Because of this, a setup can sometimes behave differently than expected when looking at only one Weak entry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Do not judge an elemental setup only by a single Weak value in the table. The reaction table should be used together with the full offensive and defensive equipment setup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If your damage is higher or lower than expected, test the setup ingame and compare different defensive element combinations.&lt;br /&gt;
&lt;br /&gt;
== Defensive Element Stacking ==&lt;br /&gt;
&lt;br /&gt;
Defensive elements can come from multiple eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
This means a defensive setup can use more than one element at the same time.&lt;br /&gt;
&lt;br /&gt;
For example, if an opponent uses a &#039;&#039;&#039;Wind&#039;&#039;&#039;-enchanted Racket, the reaction table shows that both &#039;&#039;&#039;Earth Defense&#039;&#039;&#039; and &#039;&#039;&#039;Water Defense&#039;&#039;&#039; perform well against Wind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Incoming attack&lt;br /&gt;
! Defensive element&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Attack&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Attack&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Water Defense&#039;&#039;&#039;&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because of this, using both &#039;&#039;&#039;Earth&#039;&#039;&#039; and &#039;&#039;&#039;Water&#039;&#039;&#039; as defensive elements can be stronger than relying on only one of them, if both defensive elements are active on eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
In practice:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earth Defense alone&#039;&#039;&#039; can help against Wind.&lt;br /&gt;
* &#039;&#039;&#039;Water Defense alone&#039;&#039;&#039; can also help against Wind.&lt;br /&gt;
* &#039;&#039;&#039;Earth + Water Defense together&#039;&#039;&#039; can provide better defensive coverage against Wind-based attacks.&lt;br /&gt;
&lt;br /&gt;
This makes defensive element choice more than just picking one element. Players can combine defensive elements based on the attacks they expect to face.&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense in Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Defensive Elemental Enchants are mostly relevant against other players.&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, enemies generally do not use enchanted equipment like players do.&lt;br /&gt;
&lt;br /&gt;
Because of this, defensive Elemental Enchants are usually not useful for reducing Guardian damage.&lt;br /&gt;
&lt;br /&gt;
For Guardian, Elemental Enchanting is mainly useful offensively:&lt;br /&gt;
&lt;br /&gt;
* Use an elemental Racket that matches the skill effects you want to improve.&lt;br /&gt;
* For example, a Fire-enchanted Racket can support Fire-based effects such as Fireball, Meteor or Inferno.&lt;br /&gt;
* Defensive elemental setups are much more relevant in Battle / player combat than in Guardian Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If your main goal is Guardian progression, prioritize offensive element matching and useful stats before investing heavily into defensive elemental enchants.&lt;br /&gt;
&lt;br /&gt;
== Practical Element Tips ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Practical advice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to increase damage with Fire skills&#039;&#039;&#039;&lt;br /&gt;
| Use a Fire-enchanted Racket and check how Fire performs against the target&#039;s defensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to build around Homing Soul or Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind enchantment on the Racket is usually the relevant offensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You mainly play Guardian&#039;&#039;&#039;&lt;br /&gt;
| Defensive elemental enchants are usually not useful there. Focus more on offensive element matching and useful stats.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want defensive elemental protection&#039;&#039;&#039;&lt;br /&gt;
| Check which incoming element you want to resist and use the reaction table before choosing defensive elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You are unsure which element to choose&#039;&#039;&#039;&lt;br /&gt;
| Start by matching your Racket element to the skill effects you actually use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Your damage feels lower than expected&#039;&#039;&#039;&lt;br /&gt;
| Check whether the enemy&#039;s defensive element creates a weak or unfavorable matchup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Enchant Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on Attribute Enchanting&lt;br /&gt;
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on temporary equipment&lt;br /&gt;
| Save strong Jewels for equipment you plan to keep&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for serious high-level Elemental Enchants&lt;br /&gt;
| Save Peridot or Iolite for higher levels&lt;br /&gt;
|-&lt;br /&gt;
| Thinking +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success calculation, not the whole formula&lt;br /&gt;
|-&lt;br /&gt;
| Looking only at enchant success chance&lt;br /&gt;
| Also consider how rare the Jewel and Stone are&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on the wrong equipment parts&lt;br /&gt;
| Check eligible equipment parts before enchanting&lt;br /&gt;
|-&lt;br /&gt;
| Investing into defensive elemental enchants mainly for Guardian&lt;br /&gt;
| Defensive elements are mostly useful against players, not Guardian enemies&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Attribute Enchanting and Elemental Enchanting&lt;br /&gt;
| Attribute Tablets add stats; Elemental Stones add element levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Approach ==&lt;br /&gt;
&lt;br /&gt;
New players should avoid spending rare materials too early.&lt;br /&gt;
&lt;br /&gt;
A simple beginner approach is:&lt;br /&gt;
&lt;br /&gt;
# Learn which equipment is worth improving.&lt;br /&gt;
# Use Attribute Tablets carefully on gear you plan to keep.&lt;br /&gt;
# Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.&lt;br /&gt;
# Do not waste Iolite on temporary equipment.&lt;br /&gt;
# Use cheaper Jewels only when the risk is acceptable.&lt;br /&gt;
# Be careful after +5 because downgrade risk starts when attempting +6.&lt;br /&gt;
# Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.&lt;br /&gt;
# For Guardian, focus more on offensive element matching and useful stats than defensive elements.&lt;br /&gt;
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=283</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=283"/>
		<updated>2026-05-06T14:07:36Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
Enchanting is useful, but it can also consume valuable materials. New players should understand the system before using rare Jewels or Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchant type&lt;br /&gt;
! What it does&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Tablet of Power adds STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds elemental levels from +1 to +9&lt;br /&gt;
| Fire Elemental Stone adds Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every enchant attempt requires:&lt;br /&gt;
&lt;br /&gt;
* one &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
* one &#039;&#039;&#039;Attribute Tablet&#039;&#039;&#039; or &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Materials are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attributes such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Blizzard, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Beginner Explanation ==&lt;br /&gt;
&lt;br /&gt;
If you are new, remember this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Add STR, STA, DEX or WIL to equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Add Fire, Earth, Water or Wind to equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Simple rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Do not waste rare Jewels on low-value or temporary equipment.&#039;&#039;&#039;&lt;br /&gt;
* For &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
* For high-level &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;, save stronger Jewels such as &#039;&#039;&#039;Peridot&#039;&#039;&#039; and &#039;&#039;&#039;Iolite&#039;&#039;&#039;.&lt;br /&gt;
* For Guardian progression, offensive elements and useful stats are usually more important than defensive elemental enchants.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchant materials can come from the shop and from Guardian-related gachas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Main source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop / Guardian-related gachas&lt;br /&gt;
| Tablets can be bought directly in the shop and can also appear in some gachas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Attribute Tablets are the only enchant materials that can also be bought directly in the shop. Jewels and Elemental Stones mainly come from gachas.&lt;br /&gt;
&lt;br /&gt;
== Gacha Sources for Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Several Guardian-related gachas can contain Jewels, Attribute Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine Coin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dragon Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Divinity Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Black Scale Set Boxes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some gachas exist in different variants, such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
Because there are many variants, this page does not list every individual drop table.&lt;br /&gt;
&lt;br /&gt;
For complete item and gacha comparisons, use a dedicated drop-rate page or the &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== JFTSE Item Finder ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039; is a community tool linked by JFTSE that can help players compare equipment, gacha items and item stats.&lt;br /&gt;
&lt;br /&gt;
It can be useful when planning:&lt;br /&gt;
&lt;br /&gt;
* which equipment piece is worth enchanting&lt;br /&gt;
* which gacha may contain useful enchant materials&lt;br /&gt;
* which item has useful stats before or after enchantment&lt;br /&gt;
* which equipment fits a build goal such as STR, DEX, STA, WIL, Move Speed, Quickslots, Buffslots or HP&lt;br /&gt;
&lt;br /&gt;
Link:&lt;br /&gt;
&lt;br /&gt;
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always compare important information with current ingame data if something looks outdated or inconsistent.&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used during enchant attempts.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels greatly improve the success chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
! Beginner meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
| Very low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
| Low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
| Medium success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Good success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
| High success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| Best success support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Jewels are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, do not waste rare Jewels if the attempt is already guaranteed.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels become much more important at higher levels.&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
! Player-facing stat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
| STA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
| DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIS +1 internally&lt;br /&gt;
| WIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data may use &#039;&#039;&#039;WIS&#039;&#039;&#039; internally, but the player-facing stat is &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting adds STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the selected Attribute on that equipment piece.&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting does not use the same +1 to +9 level system as Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
Instead, the Attribute increases by 1 until the equipment reaches its maximum value for that Attribute.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A piece of equipment has 6 STR and can reach 9 STR.&lt;br /&gt;
This means it can gain up to +3 STR through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If Attribute Enchanting is guaranteed, use the cheapest available Jewel and save rare Jewels such as Peridot or Iolite for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchant Limits ==&lt;br /&gt;
&lt;br /&gt;
Equipment pieces can have maximum Attribute values.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* STR and MAX_STR&lt;br /&gt;
* STA and MAX_STA&lt;br /&gt;
* DEX and MAX_DEX&lt;br /&gt;
* WIL and MAX_WIL&lt;br /&gt;
&lt;br /&gt;
The base value is the Attribute value the equipment already provides.&lt;br /&gt;
&lt;br /&gt;
The maximum value is the highest value that Attribute can reach on that equipment piece through Attribute Enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These limits are equipment-specific. They are not a global character stat cap.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting uses levels from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every enchant material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Tablets ===&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
Elemental Stones cannot be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting adds an element to equipment.&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Failed attempts up to &#039;&#039;&#039;+5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
&lt;br /&gt;
Downgrade risk starts when attempting &#039;&#039;&#039;+6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Efficiency range&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 0–5&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 6–8&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| 6–11&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| 6–14&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 6–17&lt;br /&gt;
| No&lt;br /&gt;
| Last level before downgrade risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| 10–20&lt;br /&gt;
| Yes&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 14–24&lt;br /&gt;
| Yes&lt;br /&gt;
| Riskier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 18–28&lt;br /&gt;
| Yes&lt;br /&gt;
| High risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| 22–32&lt;br /&gt;
| Yes&lt;br /&gt;
| Highest level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; FailedPercent is used in the success calculation. It should not be read as the final fail chance by itself.&lt;br /&gt;
&lt;br /&gt;
== Success Chance ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the success chance is mainly determined by the Jewel used.&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants also apply a small level-based penalty.&lt;br /&gt;
&lt;br /&gt;
Simplified formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is limited between &#039;&#039;&#039;0%&#039;&#039;&#039; and &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Trying to upgrade from &#039;&#039;&#039;+5 to +6&#039;&#039;&#039; uses the +6 row.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Peridot&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Iolite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
100 - 5 × (35 / 100) = 98.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the displayed ingame success rate before starting an enchant attempt.&lt;br /&gt;
&lt;br /&gt;
== Example Success Chances ==&lt;br /&gt;
&lt;br /&gt;
The following table shows example success chances for Elemental Enchants with stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel&lt;br /&gt;
! Peridot&lt;br /&gt;
! Iolite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 → +2&#039;&#039;&#039;&lt;br /&gt;
| 49.90%&lt;br /&gt;
| 69.90%&lt;br /&gt;
| 99.90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2 → +3&#039;&#039;&#039;&lt;br /&gt;
| 49.60%&lt;br /&gt;
| 69.60%&lt;br /&gt;
| 99.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3 → +4&#039;&#039;&#039;&lt;br /&gt;
| 49.25%&lt;br /&gt;
| 69.25%&lt;br /&gt;
| 99.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 → +7&#039;&#039;&#039;&lt;br /&gt;
| 47.60%&lt;br /&gt;
| 67.60%&lt;br /&gt;
| 97.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Failure and Downgrade ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchants:&lt;br /&gt;
&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+0 to +5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+5 to +9&#039;&#039;&#039; can downgrade the current element level by 1 on failure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Failing &#039;&#039;&#039;+4 → +5&#039;&#039;&#039; does not downgrade.&lt;br /&gt;
* Failing &#039;&#039;&#039;+5 → +6&#039;&#039;&#039; can downgrade the item from +5 to +4.&lt;br /&gt;
* Failing higher attempts can also reduce the current elemental level by 1.&lt;br /&gt;
&lt;br /&gt;
Pushing beyond +5 is much riskier than reaching +5.&lt;br /&gt;
&lt;br /&gt;
== Drop Rate and Success Chance ==&lt;br /&gt;
&lt;br /&gt;
Drop rate and enchant success chance are different systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drop rate&#039;&#039;&#039; tells you how hard it is to get the material.&lt;br /&gt;
* &#039;&#039;&#039;Success chance&#039;&#039;&#039; tells you how likely the enchant attempt is to work.&lt;br /&gt;
&lt;br /&gt;
For real farming value, both matter.&lt;br /&gt;
&lt;br /&gt;
A useful simplified formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Expected Gacha Opens per Successful Enchant =&lt;br /&gt;
Average Tries for Jewel / Success Rate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Peridot&#039;&#039;&#039; has &#039;&#039;&#039;50 Average Tries&#039;&#039;&#039; in a gacha and the enchant success chance is &#039;&#039;&#039;68.25%&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
50 / 0.6825 = 73.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that, on average, about &#039;&#039;&#039;73 gacha openings&#039;&#039;&#039; are needed to get enough Peridot for one successful enchant at that success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This only estimates the Jewel side. Elemental Stones and other required materials are also needed.&lt;br /&gt;
&lt;br /&gt;
== Understanding Average Tries ==&lt;br /&gt;
&lt;br /&gt;
Some gacha tables use &#039;&#039;&#039;Average Tries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Tries&#039;&#039;&#039; means the average number of gacha openings needed to receive the item once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average Tries&lt;br /&gt;
! Approx. drop chance&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| About 1 item every 10 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| About 1 item every 20 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
| 2%&lt;br /&gt;
| About 1 item every 50 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| 1%&lt;br /&gt;
| About 1 item every 100 openings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A lower Average Tries value means the item is more common.&lt;br /&gt;
&lt;br /&gt;
A higher Average Tries value means the item is rarer.&lt;br /&gt;
&lt;br /&gt;
== Material Bottlenecks ==&lt;br /&gt;
&lt;br /&gt;
Enchanting often depends on more than one material.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Attribute Tablet&lt;br /&gt;
* the equipment&#039;s Attribute maximum&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Elemental Stone&lt;br /&gt;
* the Jewel&lt;br /&gt;
* downgrade recovery after +5&lt;br /&gt;
&lt;br /&gt;
A good farming source should therefore be judged by more than one drop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* If you already have many Elemental Stones but lack Peridot, farm a source with better Peridot rates.&lt;br /&gt;
* If you have good Jewels but lack Elemental Stones, farm a source with better Stone rates.&lt;br /&gt;
* If you need both, compare both material drop rates.&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Strategy ==&lt;br /&gt;
&lt;br /&gt;
There is no perfect strategy for every player.&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* how valuable the equipment is&lt;br /&gt;
* how many Jewels you have&lt;br /&gt;
* how many Stones or Tablets you have&lt;br /&gt;
* how much risk you are willing to take&lt;br /&gt;
&lt;br /&gt;
A useful general strategy:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Do not waste rare Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Use cheaper Jewels or skip serious enchanting&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reach +5 Elemental&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +6 and +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +8 and +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| High-level failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expected Attempts by Jewel Strength ==&lt;br /&gt;
&lt;br /&gt;
The following values are approximate expected attempts based on the success formula and downgrade behavior.&lt;br /&gt;
&lt;br /&gt;
They are meant as practical guidance, not as a guarantee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Expected attempts to reach +5&lt;br /&gt;
! Expected attempts from +5 to +9&lt;br /&gt;
! Practical use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious Elemental Enchants&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for expendable attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high risk / cost&lt;br /&gt;
| Only if resources are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for early levels, risky for high levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Safest and most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical conclusion:&#039;&#039;&#039; Very weak Jewels may look cheap, but they can consume many Stones, Jewels and attempts over time.&lt;br /&gt;
&lt;br /&gt;
== Practical Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Suggested approach&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Rare Jewels are more valuable for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Avoid serious enchanting or use cheap materials&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| Failures are expensive and can downgrade the item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive and Defensive Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants can affect elemental gameplay in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive element&#039;&#039;&#039; – mainly comes from the equipped &#039;&#039;&#039;Racket&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Defensive elements&#039;&#039;&#039; – can come from other eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
The equipped &#039;&#039;&#039;Racket&#039;&#039;&#039; is used as the offensive element when it matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Fire&#039;&#039;&#039;-enchanted Racket can support Fire-based effects such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039; or &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;Wind&#039;&#039;&#039;-enchanted Racket can support Wind-based effects such as &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; or &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other eligible equipment parts can contribute defensive elements and may help against incoming elemental attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment part&lt;br /&gt;
! Main elemental role&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Offensive element&lt;br /&gt;
| Fire Racket supports Fire-based skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body / Pants / Foot / Cap / Hand&#039;&#039;&#039;&lt;br /&gt;
| Defensive elements&lt;br /&gt;
| Can help against incoming elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental attack is not only about having a high enchantment level. The element also needs to match the effect you want to support.&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Elemental attack only matters when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
| Common offensive element for direct damage effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
| Useful for tracking pressure or area-control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab trap, Kiss of Medusa&lt;br /&gt;
| Related to trap or control-style effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Related to water-based pressure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay usage of these effects, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
This matters because the same elemental enchantment can perform differently depending on the opponent&#039;s defensive element.&lt;br /&gt;
&lt;br /&gt;
In simple terms:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Strong&#039;&#039;&#039; reaction means the element is favorable.&lt;br /&gt;
* A &#039;&#039;&#039;Weak&#039;&#039;&#039; reaction means the element is unfavorable.&lt;br /&gt;
* A neutral or empty entry means there is no special strong or weak interaction shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how this element performs as an offensive element against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how this element performs as a defensive element against an incoming elemental attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Wind&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Earth&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means choosing an element is not only about increasing the level of one enchantment. It also depends on what element you expect to attack or defend against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If an elemental setup feels weaker than expected, the reaction table may explain why. A high elemental level can still perform poorly if the element matchup is unfavorable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Elemental reactions follow FT&#039;s own game logic and should not be assumed to work like elemental systems in other games.&lt;br /&gt;
&lt;br /&gt;
== Defensive Element Stacking ==&lt;br /&gt;
&lt;br /&gt;
Defensive elements can come from multiple eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
This means a defensive setup can use more than one element at the same time.&lt;br /&gt;
&lt;br /&gt;
For example, if an opponent uses a &#039;&#039;&#039;Wind&#039;&#039;&#039;-enchanted Racket, the reaction table shows that both &#039;&#039;&#039;Earth Defense&#039;&#039;&#039; and &#039;&#039;&#039;Water Defense&#039;&#039;&#039; perform well against Wind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Incoming attack&lt;br /&gt;
! Defensive element&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Attack&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Attack&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Water Defense&#039;&#039;&#039;&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Because of this, using both &#039;&#039;&#039;Earth&#039;&#039;&#039; and &#039;&#039;&#039;Water&#039;&#039;&#039; as defensive elements can be stronger than relying on only one of them, if both defensive elements are active on eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
In practice:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earth Defense alone&#039;&#039;&#039; can help against Wind.&lt;br /&gt;
* &#039;&#039;&#039;Water Defense alone&#039;&#039;&#039; can also help against Wind.&lt;br /&gt;
* &#039;&#039;&#039;Earth + Water Defense together&#039;&#039;&#039; can provide better defensive coverage against Wind-based attacks.&lt;br /&gt;
&lt;br /&gt;
This makes defensive element choice more than just picking one element. Players can combine defensive elements based on the attacks they expect to face.&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense in Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Defensive Elemental Enchants are mostly relevant against other players.&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, enemies generally do not use enchanted equipment like players do.&lt;br /&gt;
&lt;br /&gt;
Because of this, defensive Elemental Enchants are usually not useful for reducing Guardian damage.&lt;br /&gt;
&lt;br /&gt;
For Guardian, Elemental Enchanting is mainly useful offensively:&lt;br /&gt;
&lt;br /&gt;
* Use an elemental Racket that matches the skill effects you want to improve.&lt;br /&gt;
* For example, a Fire-enchanted Racket can support Fire-based effects such as Fireball, Meteor or Inferno.&lt;br /&gt;
* Defensive elemental setups are much more relevant in Battle / player combat than in Guardian Mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If your main goal is Guardian progression, prioritize offensive element matching and useful stats before investing heavily into defensive elemental enchants.&lt;br /&gt;
&lt;br /&gt;
== Practical Element Tips ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Practical advice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to increase damage with Fire skills&#039;&#039;&#039;&lt;br /&gt;
| Use a Fire-enchanted Racket and check how Fire performs against the target&#039;s defensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to build around Homing Soul or Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind enchantment on the Racket is usually the relevant offensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You mainly play Guardian&#039;&#039;&#039;&lt;br /&gt;
| Defensive elemental enchants are usually not useful there. Focus more on offensive element matching and useful stats.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want defensive elemental protection&#039;&#039;&#039;&lt;br /&gt;
| Check which incoming element you want to resist and use the reaction table before choosing defensive elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You are unsure which element to choose&#039;&#039;&#039;&lt;br /&gt;
| Start by matching your Racket element to the skill effects you actually use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Your damage feels lower than expected&#039;&#039;&#039;&lt;br /&gt;
| Check whether the enemy&#039;s defensive element creates a weak or unfavorable matchup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Enchant Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on Attribute Enchanting&lt;br /&gt;
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on temporary equipment&lt;br /&gt;
| Save strong Jewels for equipment you plan to keep&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for serious high-level Elemental Enchants&lt;br /&gt;
| Save Peridot or Iolite for higher levels&lt;br /&gt;
|-&lt;br /&gt;
| Thinking +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success calculation, not the whole formula&lt;br /&gt;
|-&lt;br /&gt;
| Looking only at enchant success chance&lt;br /&gt;
| Also consider how rare the Jewel and Stone are&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on the wrong equipment parts&lt;br /&gt;
| Check eligible equipment parts before enchanting&lt;br /&gt;
|-&lt;br /&gt;
| Investing into defensive elemental enchants mainly for Guardian&lt;br /&gt;
| Defensive elements are mostly useful against players, not Guardian enemies&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Attribute Enchanting and Elemental Enchanting&lt;br /&gt;
| Attribute Tablets add stats; Elemental Stones add element levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Approach ==&lt;br /&gt;
&lt;br /&gt;
New players should avoid spending rare materials too early.&lt;br /&gt;
&lt;br /&gt;
A simple beginner approach is:&lt;br /&gt;
&lt;br /&gt;
# Learn which equipment is worth improving.&lt;br /&gt;
# Use Attribute Tablets carefully on gear you plan to keep.&lt;br /&gt;
# Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.&lt;br /&gt;
# Do not waste Iolite on temporary equipment.&lt;br /&gt;
# Use cheaper Jewels only when the risk is acceptable.&lt;br /&gt;
# Be careful after +5 because downgrade risk starts when attempting +6.&lt;br /&gt;
# Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.&lt;br /&gt;
# For Guardian, focus more on offensive element matching and useful stats than defensive elements.&lt;br /&gt;
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=282</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=282"/>
		<updated>2026-05-06T12:53:41Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
Enchanting is useful, but it can also consume valuable materials. New players should understand the system before using rare Jewels or Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchant type&lt;br /&gt;
! What it does&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Tablet of Power adds STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds elemental levels from +1 to +9&lt;br /&gt;
| Fire Elemental Stone adds Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every enchant attempt requires:&lt;br /&gt;
&lt;br /&gt;
* one &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
* one &#039;&#039;&#039;Attribute Tablet&#039;&#039;&#039; or &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Materials are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attributes such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Blizzard, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Beginner Explanation ==&lt;br /&gt;
&lt;br /&gt;
If you are new, remember this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Add STR, STA, DEX or WIL to equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Add Fire, Earth, Water or Wind to equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A simple rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not waste rare Jewels on low-value or temporary equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
For high-level Elemental Enchanting, save stronger Jewels such as &#039;&#039;&#039;Peridot&#039;&#039;&#039; and &#039;&#039;&#039;Iolite&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchant materials can come from the shop and from Guardian-related gachas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Main source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop / Guardian-related gachas&lt;br /&gt;
| Tablets can be bought directly in the shop and can also appear in some gachas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Attribute Tablets are the only enchant materials that can also be bought directly in the shop. Jewels and Elemental Stones mainly come from gachas.&lt;br /&gt;
&lt;br /&gt;
== Gacha Sources for Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Several Guardian-related gachas can contain Jewels, Attribute Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine Coin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dragon Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Divinity Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Black Scale Set Boxes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some gachas exist in different variants, such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
Because there are many variants, this page does not list every individual drop table.&lt;br /&gt;
&lt;br /&gt;
For complete item and gacha comparisons, use a dedicated drop-rate page or the &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== JFTSE Item Finder ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039; is a community tool linked by JFTSE that can help players compare equipment, gacha items and item stats.&lt;br /&gt;
&lt;br /&gt;
It can be useful when planning:&lt;br /&gt;
&lt;br /&gt;
* which equipment piece is worth enchanting&lt;br /&gt;
* which gacha may contain useful enchant materials&lt;br /&gt;
* which item has useful stats before or after enchantment&lt;br /&gt;
* which equipment fits a build goal such as STR, DEX, STA, WIL, Move Speed, Quickslots, Buffslots or HP&lt;br /&gt;
&lt;br /&gt;
Link:&lt;br /&gt;
&lt;br /&gt;
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always compare important information with current ingame data if something looks outdated or inconsistent.&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used during enchant attempts.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels greatly improve the success chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
! Beginner meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
| Very low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
| Low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
| Medium success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Good success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
| High success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| Best success support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Jewels are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, do not waste rare Jewels if the attempt is already guaranteed.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels become much more important at higher levels.&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
! Player-facing stat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
| STA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
| DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIS +1 internally&lt;br /&gt;
| WIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data may use &#039;&#039;&#039;WIS&#039;&#039;&#039; internally, but the player-facing stat is &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting adds STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the selected Attribute on that equipment piece.&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting does not use the same +1 to +9 level system as Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
Instead, the Attribute increases by 1 until the equipment reaches its maximum value for that Attribute.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A piece of equipment has 6 STR and can reach 9 STR.&lt;br /&gt;
This means it can gain up to +3 STR through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If Attribute Enchanting is guaranteed, use the cheapest available Jewel and save rare Jewels such as Peridot or Iolite for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchant Limits ==&lt;br /&gt;
&lt;br /&gt;
Equipment pieces can have maximum Attribute values.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* STR and MAX_STR&lt;br /&gt;
* STA and MAX_STA&lt;br /&gt;
* DEX and MAX_DEX&lt;br /&gt;
* WIL and MAX_WIL&lt;br /&gt;
&lt;br /&gt;
The base value is the Attribute value the equipment already provides.&lt;br /&gt;
&lt;br /&gt;
The maximum value is the highest value that Attribute can reach on that equipment piece through Attribute Enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These limits are equipment-specific. They are not a global character stat cap.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting uses levels from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every enchant material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Tablets ===&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
Elemental Stones cannot be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting adds an element to equipment.&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Failed attempts up to &#039;&#039;&#039;+5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
&lt;br /&gt;
Downgrade risk starts when attempting &#039;&#039;&#039;+6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Efficiency range&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 0–5&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 6–8&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| 6–11&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| 6–14&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 6–17&lt;br /&gt;
| No&lt;br /&gt;
| Last level before downgrade risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| 10–20&lt;br /&gt;
| Yes&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 14–24&lt;br /&gt;
| Yes&lt;br /&gt;
| Riskier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 18–28&lt;br /&gt;
| Yes&lt;br /&gt;
| High risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| 22–32&lt;br /&gt;
| Yes&lt;br /&gt;
| Highest level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; FailedPercent is used in the success calculation. It should not be read as the final fail chance by itself.&lt;br /&gt;
&lt;br /&gt;
== Success Chance ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the success chance is mainly determined by the Jewel used.&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants also apply a small level-based penalty.&lt;br /&gt;
&lt;br /&gt;
Simplified formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is limited between &#039;&#039;&#039;0%&#039;&#039;&#039; and &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Trying to upgrade from &#039;&#039;&#039;+5 to +6&#039;&#039;&#039; uses the +6 row.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Peridot&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Iolite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
100 - 5 × (35 / 100) = 98.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the displayed ingame success rate before starting an enchant attempt.&lt;br /&gt;
&lt;br /&gt;
== Example Success Chances ==&lt;br /&gt;
&lt;br /&gt;
The following table shows example success chances for Elemental Enchants with stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel&lt;br /&gt;
! Peridot&lt;br /&gt;
! Iolite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 → +2&#039;&#039;&#039;&lt;br /&gt;
| 49.90%&lt;br /&gt;
| 69.90%&lt;br /&gt;
| 99.90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2 → +3&#039;&#039;&#039;&lt;br /&gt;
| 49.60%&lt;br /&gt;
| 69.60%&lt;br /&gt;
| 99.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3 → +4&#039;&#039;&#039;&lt;br /&gt;
| 49.25%&lt;br /&gt;
| 69.25%&lt;br /&gt;
| 99.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 → +7&#039;&#039;&#039;&lt;br /&gt;
| 47.60%&lt;br /&gt;
| 67.60%&lt;br /&gt;
| 97.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Failure and Downgrade ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchants:&lt;br /&gt;
&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+0 to +5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+5 to +9&#039;&#039;&#039; can downgrade the current element level by 1 on failure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Failing &#039;&#039;&#039;+4 → +5&#039;&#039;&#039; does not downgrade.&lt;br /&gt;
* Failing &#039;&#039;&#039;+5 → +6&#039;&#039;&#039; can downgrade the item from +5 to +4.&lt;br /&gt;
* Failing higher attempts can also reduce the current elemental level by 1.&lt;br /&gt;
&lt;br /&gt;
Pushing beyond +5 is much riskier than reaching +5.&lt;br /&gt;
&lt;br /&gt;
== Drop Rate and Success Chance ==&lt;br /&gt;
&lt;br /&gt;
Drop rate and enchant success chance are different systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drop rate&#039;&#039;&#039; tells you how hard it is to get the material.&lt;br /&gt;
* &#039;&#039;&#039;Success chance&#039;&#039;&#039; tells you how likely the enchant attempt is to work.&lt;br /&gt;
&lt;br /&gt;
For real farming value, both matter.&lt;br /&gt;
&lt;br /&gt;
A useful simplified formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Expected Gacha Opens per Successful Enchant =&lt;br /&gt;
Average Tries for Jewel / Success Rate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Peridot&#039;&#039;&#039; has &#039;&#039;&#039;50 Average Tries&#039;&#039;&#039; in a gacha and the enchant success chance is &#039;&#039;&#039;68.25%&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
50 / 0.6825 = 73.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that, on average, about &#039;&#039;&#039;73 gacha openings&#039;&#039;&#039; are needed to get enough Peridot for one successful enchant at that success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This only estimates the Jewel side. Elemental Stones and other required materials are also needed.&lt;br /&gt;
&lt;br /&gt;
== Understanding Average Tries ==&lt;br /&gt;
&lt;br /&gt;
Some gacha tables use &#039;&#039;&#039;Average Tries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Tries&#039;&#039;&#039; means the average number of gacha openings needed to receive the item once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average Tries&lt;br /&gt;
! Approx. drop chance&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| About 1 item every 10 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| About 1 item every 20 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
| 2%&lt;br /&gt;
| About 1 item every 50 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| 1%&lt;br /&gt;
| About 1 item every 100 openings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A lower Average Tries value means the item is more common.&lt;br /&gt;
&lt;br /&gt;
A higher Average Tries value means the item is rarer.&lt;br /&gt;
&lt;br /&gt;
== Material Bottlenecks ==&lt;br /&gt;
&lt;br /&gt;
Enchanting often depends on more than one material.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Attribute Tablet&lt;br /&gt;
* the equipment&#039;s Attribute maximum&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Elemental Stone&lt;br /&gt;
* the Jewel&lt;br /&gt;
* downgrade recovery after +5&lt;br /&gt;
&lt;br /&gt;
A good farming source should therefore be judged by more than one drop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* If you already have many Elemental Stones but lack Peridot, farm a source with better Peridot rates.&lt;br /&gt;
* If you have good Jewels but lack Elemental Stones, farm a source with better Stone rates.&lt;br /&gt;
* If you need both, compare both material drop rates.&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Strategy ==&lt;br /&gt;
&lt;br /&gt;
There is no perfect strategy for every player.&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* how valuable the equipment is&lt;br /&gt;
* how many Jewels you have&lt;br /&gt;
* how many Stones or Tablets you have&lt;br /&gt;
* how much risk you are willing to take&lt;br /&gt;
&lt;br /&gt;
A useful general strategy:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Do not waste rare Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Use cheaper Jewels or skip serious enchanting&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reach +5 Elemental&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +6 and +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +8 and +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| High-level failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expected Attempts by Jewel Strength ==&lt;br /&gt;
&lt;br /&gt;
The following values are approximate expected attempts based on the success formula and downgrade behavior.&lt;br /&gt;
&lt;br /&gt;
They are meant as practical guidance, not as a guarantee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Expected attempts to reach +5&lt;br /&gt;
! Expected attempts from +5 to +9&lt;br /&gt;
! Practical use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious Elemental Enchants&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for expendable attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high risk / cost&lt;br /&gt;
| Only if resources are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for early levels, risky for high levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Safest and most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical conclusion:&#039;&#039;&#039; Very weak Jewels may look cheap, but they can consume many Stones, Jewels and attempts over time.&lt;br /&gt;
&lt;br /&gt;
== Practical Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Budget Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this if the equipment is not very important and you want to save rare Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Do not waste rare Jewels if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel if available, otherwise lower Jewels only on expendable gear&lt;br /&gt;
| No downgrade risk yet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Downgrade risk begins here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite if available&lt;br /&gt;
| High-level failures are costly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Balanced Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for equipment you care about.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Save better Jewels for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or Peridot&lt;br /&gt;
| Faster and less wasteful than common Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +8&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Good balance between value and success chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best choice for the final push&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Offensive and Defensive Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants can affect elemental gameplay in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive element&#039;&#039;&#039; – mainly comes from the equipped &#039;&#039;&#039;Racket&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Defensive elements&#039;&#039;&#039; – can come from other eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
The equipped &#039;&#039;&#039;Racket&#039;&#039;&#039; is used as the offensive element when it matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Fire&#039;&#039;&#039;-enchanted Racket can support Fire-based effects such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039; or &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;Wind&#039;&#039;&#039;-enchanted Racket can support Wind-based effects such as &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; or &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other eligible equipment parts can contribute defensive elements and may help against incoming elemental attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment part&lt;br /&gt;
! Main elemental role&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Offensive element&lt;br /&gt;
| Fire Racket supports Fire-based skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body / Pants / Foot / Cap / Hand&#039;&#039;&#039;&lt;br /&gt;
| Defensive elements&lt;br /&gt;
| Can help against incoming elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental attack is not only about having a high enchantment level. The element also needs to match the effect you want to support.&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Elemental attack only matters when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
| Common offensive element for direct damage effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
| Useful for tracking pressure or area-control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab trap, Kiss of Medusa&lt;br /&gt;
| Related to trap or control-style effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Related to water-based pressure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay usage of these effects, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
This matters because the same elemental enchantment can perform differently depending on the opponent&#039;s defensive element.&lt;br /&gt;
&lt;br /&gt;
In simple terms:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Strong&#039;&#039;&#039; reaction means the element is favorable.&lt;br /&gt;
* A &#039;&#039;&#039;Weak&#039;&#039;&#039; reaction means the element is unfavorable.&lt;br /&gt;
* A neutral or empty entry means there is no special strong or weak interaction shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how this element performs as an offensive element against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how this element performs as a defensive element against an incoming elemental attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Wind&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Earth&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means choosing an element is not only about increasing the level of one enchantment. It also depends on what element you expect to attack or defend against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If an elemental setup feels weaker than expected, the reaction table may explain why. A high elemental level can still perform poorly if the element matchup is unfavorable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Elemental reactions follow FT&#039;s own game logic and should not be assumed to work like elemental systems in other games.&lt;br /&gt;
&lt;br /&gt;
== Practical Element Tips ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Practical advice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to increase damage with Fire skills&#039;&#039;&#039;&lt;br /&gt;
| Use a Fire-enchanted Racket and check how Fire performs against the target&#039;s defensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to build around Homing Soul or Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind enchantment on the Racket is usually the relevant offensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want defensive elemental protection&#039;&#039;&#039;&lt;br /&gt;
| Check which incoming element you want to resist and use the reaction table before choosing defensive elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You are unsure which element to choose&#039;&#039;&#039;&lt;br /&gt;
| Start by matching your Racket element to the skill effects you actually use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Your damage feels lower than expected&#039;&#039;&#039;&lt;br /&gt;
| Check whether the enemy&#039;s defensive element creates a weak or resisted matchup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Enchant Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on Attribute Enchanting&lt;br /&gt;
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on temporary equipment&lt;br /&gt;
| Save strong Jewels for equipment you plan to keep&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for serious high-level Elemental Enchants&lt;br /&gt;
| Save Peridot or Iolite for higher levels&lt;br /&gt;
|-&lt;br /&gt;
| Thinking +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success calculation, not the whole formula&lt;br /&gt;
|-&lt;br /&gt;
| Looking only at enchant success chance&lt;br /&gt;
| Also consider how rare the Jewel and Stone are&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on the wrong equipment parts&lt;br /&gt;
| Check eligible equipment parts before enchanting&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Attribute Enchanting and Elemental Enchanting&lt;br /&gt;
| Attribute Tablets add stats; Elemental Stones add element levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Approach ==&lt;br /&gt;
&lt;br /&gt;
New players should avoid spending rare materials too early.&lt;br /&gt;
&lt;br /&gt;
A simple beginner approach is:&lt;br /&gt;
&lt;br /&gt;
# Learn which equipment is worth improving.&lt;br /&gt;
# Use Attribute Tablets carefully on gear you plan to keep.&lt;br /&gt;
# Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.&lt;br /&gt;
# Do not waste Iolite on temporary equipment.&lt;br /&gt;
# Use cheaper Jewels only when the risk is acceptable.&lt;br /&gt;
# Be careful after +5 because downgrade risk starts when attempting +6.&lt;br /&gt;
# Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.&lt;br /&gt;
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=281</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=281"/>
		<updated>2026-05-06T12:51:04Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
Enchanting is useful, but it can also consume valuable materials. New players should understand the system before using rare Jewels or Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchant type&lt;br /&gt;
! What it does&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Tablet of Power adds STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds elemental levels from +1 to +9&lt;br /&gt;
| Fire Elemental Stone adds Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every enchant attempt requires:&lt;br /&gt;
&lt;br /&gt;
* one &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
* one &#039;&#039;&#039;Attribute Tablet&#039;&#039;&#039; or &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Materials are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attributes such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Blizzard, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Beginner Explanation ==&lt;br /&gt;
&lt;br /&gt;
If you are new, remember this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Add STR, STA, DEX or WIL to equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Add Fire, Earth, Water or Wind to equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A simple rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not waste rare Jewels on low-value or temporary equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
For high-level Elemental Enchanting, save stronger Jewels such as &#039;&#039;&#039;Peridot&#039;&#039;&#039; and &#039;&#039;&#039;Iolite&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchant materials can come from the shop and from Guardian-related gachas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Main source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop / Guardian-related gachas&lt;br /&gt;
| Tablets can be bought directly in the shop and can also appear in some gachas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Attribute Tablets are the only enchant materials that can also be bought directly in the shop. Jewels and Elemental Stones mainly come from gachas.&lt;br /&gt;
&lt;br /&gt;
== Gacha Sources for Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Several Guardian-related gachas can contain Jewels, Attribute Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine Coin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dragon Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Divinity Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Black Scale Set Boxes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some gachas exist in different variants, such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
Because there are many variants, this page does not list every individual drop table.&lt;br /&gt;
&lt;br /&gt;
For complete item and gacha comparisons, use a dedicated drop-rate page or the &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== JFTSE Item Finder ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039; is a community tool linked by JFTSE that can help players compare equipment, gacha items and item stats.&lt;br /&gt;
&lt;br /&gt;
It can be useful when planning:&lt;br /&gt;
&lt;br /&gt;
* which equipment piece is worth enchanting&lt;br /&gt;
* which gacha may contain useful enchant materials&lt;br /&gt;
* which item has useful stats before or after enchantment&lt;br /&gt;
* which equipment fits a build goal such as STR, DEX, STA, WIL, Move Speed, Quickslots, Buffslots or HP&lt;br /&gt;
&lt;br /&gt;
Link:&lt;br /&gt;
&lt;br /&gt;
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always compare important information with current ingame data if something looks outdated or inconsistent.&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used during enchant attempts.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels greatly improve the success chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
! Beginner meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
| Very low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
| Low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
| Medium success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Good success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
| High success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| Best success support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Jewels are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, do not waste rare Jewels if the attempt is already guaranteed.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels become much more important at higher levels.&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
! Player-facing stat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
| STA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
| DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIS +1 internally&lt;br /&gt;
| WIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data may use &#039;&#039;&#039;WIS&#039;&#039;&#039; internally, but the player-facing stat is &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting adds STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the selected Attribute on that equipment piece.&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting does not use the same +1 to +9 level system as Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
Instead, the Attribute increases by 1 until the equipment reaches its maximum value for that Attribute.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A piece of equipment has 6 STR and can reach 9 STR.&lt;br /&gt;
This means it can gain up to +3 STR through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If Attribute Enchanting is guaranteed, use the cheapest available Jewel and save rare Jewels such as Peridot or Iolite for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchant Limits ==&lt;br /&gt;
&lt;br /&gt;
Equipment pieces can have maximum Attribute values.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* STR and MAX_STR&lt;br /&gt;
* STA and MAX_STA&lt;br /&gt;
* DEX and MAX_DEX&lt;br /&gt;
* WIL and MAX_WIL&lt;br /&gt;
&lt;br /&gt;
The base value is the Attribute value the equipment already provides.&lt;br /&gt;
&lt;br /&gt;
The maximum value is the highest value that Attribute can reach on that equipment piece through Attribute Enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These limits are equipment-specific. They are not a global character stat cap.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting uses levels from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every enchant material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Tablets ===&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
Elemental Stones cannot be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting adds an element to equipment.&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Failed attempts up to &#039;&#039;&#039;+5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
&lt;br /&gt;
Downgrade risk starts when attempting &#039;&#039;&#039;+6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Efficiency range&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 0–5&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 6–8&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| 6–11&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| 6–14&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 6–17&lt;br /&gt;
| No&lt;br /&gt;
| Last level before downgrade risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| 10–20&lt;br /&gt;
| Yes&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 14–24&lt;br /&gt;
| Yes&lt;br /&gt;
| Riskier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 18–28&lt;br /&gt;
| Yes&lt;br /&gt;
| High risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| 22–32&lt;br /&gt;
| Yes&lt;br /&gt;
| Highest level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; FailedPercent is used in the success calculation. It should not be read as the final fail chance by itself.&lt;br /&gt;
&lt;br /&gt;
== Success Chance ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the success chance is mainly determined by the Jewel used.&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants also apply a small level-based penalty.&lt;br /&gt;
&lt;br /&gt;
Simplified formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is limited between &#039;&#039;&#039;0%&#039;&#039;&#039; and &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Trying to upgrade from &#039;&#039;&#039;+5 to +6&#039;&#039;&#039; uses the +6 row.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Peridot&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Iolite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
100 - 5 × (35 / 100) = 98.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the displayed ingame success rate before starting an enchant attempt.&lt;br /&gt;
&lt;br /&gt;
== Example Success Chances ==&lt;br /&gt;
&lt;br /&gt;
The following table shows example success chances for Elemental Enchants with stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel&lt;br /&gt;
! Peridot&lt;br /&gt;
! Iolite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 → +2&#039;&#039;&#039;&lt;br /&gt;
| 49.90%&lt;br /&gt;
| 69.90%&lt;br /&gt;
| 99.90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2 → +3&#039;&#039;&#039;&lt;br /&gt;
| 49.60%&lt;br /&gt;
| 69.60%&lt;br /&gt;
| 99.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3 → +4&#039;&#039;&#039;&lt;br /&gt;
| 49.25%&lt;br /&gt;
| 69.25%&lt;br /&gt;
| 99.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 → +7&#039;&#039;&#039;&lt;br /&gt;
| 47.60%&lt;br /&gt;
| 67.60%&lt;br /&gt;
| 97.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Failure and Downgrade ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchants:&lt;br /&gt;
&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+0 to +5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+5 to +9&#039;&#039;&#039; can downgrade the current element level by 1 on failure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Failing &#039;&#039;&#039;+4 → +5&#039;&#039;&#039; does not downgrade.&lt;br /&gt;
* Failing &#039;&#039;&#039;+5 → +6&#039;&#039;&#039; can downgrade the item from +5 to +4.&lt;br /&gt;
* Failing higher attempts can also reduce the current elemental level by 1.&lt;br /&gt;
&lt;br /&gt;
Pushing beyond +5 is much riskier than reaching +5.&lt;br /&gt;
&lt;br /&gt;
== Drop Rate and Success Chance ==&lt;br /&gt;
&lt;br /&gt;
Drop rate and enchant success chance are different systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drop rate&#039;&#039;&#039; tells you how hard it is to get the material.&lt;br /&gt;
* &#039;&#039;&#039;Success chance&#039;&#039;&#039; tells you how likely the enchant attempt is to work.&lt;br /&gt;
&lt;br /&gt;
For real farming value, both matter.&lt;br /&gt;
&lt;br /&gt;
A useful simplified formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Expected Gacha Opens per Successful Enchant =&lt;br /&gt;
Average Tries for Jewel / Success Rate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Peridot&#039;&#039;&#039; has &#039;&#039;&#039;50 Average Tries&#039;&#039;&#039; in a gacha and the enchant success chance is &#039;&#039;&#039;68.25%&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
50 / 0.6825 = 73.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that, on average, about &#039;&#039;&#039;73 gacha openings&#039;&#039;&#039; are needed to get enough Peridot for one successful enchant at that success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This only estimates the Jewel side. Elemental Stones and other required materials are also needed.&lt;br /&gt;
&lt;br /&gt;
== Understanding Average Tries ==&lt;br /&gt;
&lt;br /&gt;
Some gacha tables use &#039;&#039;&#039;Average Tries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Tries&#039;&#039;&#039; means the average number of gacha openings needed to receive the item once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average Tries&lt;br /&gt;
! Approx. drop chance&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| About 1 item every 10 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| About 1 item every 20 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
| 2%&lt;br /&gt;
| About 1 item every 50 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| 1%&lt;br /&gt;
| About 1 item every 100 openings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A lower Average Tries value means the item is more common.&lt;br /&gt;
&lt;br /&gt;
A higher Average Tries value means the item is rarer.&lt;br /&gt;
&lt;br /&gt;
== Material Bottlenecks ==&lt;br /&gt;
&lt;br /&gt;
Enchanting often depends on more than one material.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Attribute Tablet&lt;br /&gt;
* the equipment&#039;s Attribute maximum&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Elemental Stone&lt;br /&gt;
* the Jewel&lt;br /&gt;
* downgrade recovery after +5&lt;br /&gt;
&lt;br /&gt;
A good farming source should therefore be judged by more than one drop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* If you already have many Elemental Stones but lack Peridot, farm a source with better Peridot rates.&lt;br /&gt;
* If you have good Jewels but lack Elemental Stones, farm a source with better Stone rates.&lt;br /&gt;
* If you need both, compare both material drop rates.&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Strategy ==&lt;br /&gt;
&lt;br /&gt;
There is no perfect strategy for every player.&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* how valuable the equipment is&lt;br /&gt;
* how many Jewels you have&lt;br /&gt;
* how many Stones or Tablets you have&lt;br /&gt;
* how much risk you are willing to take&lt;br /&gt;
&lt;br /&gt;
A useful general strategy:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Do not waste rare Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Use cheaper Jewels or skip serious enchanting&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reach +5 Elemental&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +6 and +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +8 and +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| High-level failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expected Attempts by Jewel Strength ==&lt;br /&gt;
&lt;br /&gt;
The following values are approximate expected attempts based on the success formula and downgrade behavior.&lt;br /&gt;
&lt;br /&gt;
They are meant as practical guidance, not as a guarantee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Expected attempts to reach +5&lt;br /&gt;
! Expected attempts from +5 to +9&lt;br /&gt;
! Practical use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious Elemental Enchants&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for expendable attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high risk / cost&lt;br /&gt;
| Only if resources are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for early levels, risky for high levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Safest and most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical conclusion:&#039;&#039;&#039; Very weak Jewels may look cheap, but they can consume many Stones, Jewels and attempts over time.&lt;br /&gt;
&lt;br /&gt;
== Practical Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Budget Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this if the equipment is not very important and you want to save rare Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Do not waste rare Jewels if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel if available, otherwise lower Jewels only on expendable gear&lt;br /&gt;
| No downgrade risk yet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Downgrade risk begins here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite if available&lt;br /&gt;
| High-level failures are costly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Balanced Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for equipment you care about.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Save better Jewels for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or Peridot&lt;br /&gt;
| Faster and less wasteful than common Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +8&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Good balance between value and success chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best choice for the final push&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safe Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for valuable or hard-to-replace equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Attribute Enchanting should not consume rare Jewels if avoidable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Minimizes wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best option against downgrade risk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive and Defensive Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants can affect elemental gameplay in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Offensive element&#039;&#039;&#039; – mainly comes from the equipped &#039;&#039;&#039;Racket&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Defensive elements&#039;&#039;&#039; – can come from other eligible equipment parts.&lt;br /&gt;
&lt;br /&gt;
The equipped &#039;&#039;&#039;Racket&#039;&#039;&#039; is used as the offensive element when it matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Fire&#039;&#039;&#039;-enchanted Racket can support Fire-based effects such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039; or &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;Wind&#039;&#039;&#039;-enchanted Racket can support Wind-based effects such as &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; or &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other eligible equipment parts can contribute defensive elements and may help against incoming elemental attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment part&lt;br /&gt;
! Main elemental role&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Offensive element&lt;br /&gt;
| Fire Racket supports Fire-based skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body / Pants / Foot / Cap / Hand&#039;&#039;&#039;&lt;br /&gt;
| Defensive elements&lt;br /&gt;
| Can help against incoming elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental attack is not only about having a high enchantment level. The element also needs to match the effect you want to support.&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Elemental attack only matters when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
| Common offensive element for direct damage effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
| Useful for tracking pressure or area-control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab trap, Kiss of Medusa&lt;br /&gt;
| Related to trap or control-style effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Related to water-based pressure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay usage of these effects, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
This matters because the same elemental enchantment can perform differently depending on the opponent&#039;s defensive element.&lt;br /&gt;
&lt;br /&gt;
In simple terms:&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;Strong&#039;&#039;&#039; reaction means the element is favorable.&lt;br /&gt;
* A &#039;&#039;&#039;Weak&#039;&#039;&#039; reaction means the element is unfavorable.&lt;br /&gt;
* A neutral or empty entry means there is no special strong or weak interaction shown in the table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how this element performs as an offensive element against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how this element performs as a defensive element against an incoming elemental attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Wind&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Earth&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means choosing an element is not only about increasing the level of one enchantment. It also depends on what element you expect to attack or defend against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If an elemental setup feels weaker than expected, the reaction table may explain why. A high elemental level can still perform poorly if the element matchup is unfavorable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Elemental reactions follow FT&#039;s own game logic and should not be assumed to work like elemental systems in other games.&lt;br /&gt;
&lt;br /&gt;
== Practical Element Tips ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Practical advice&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to increase damage with Fire skills&#039;&#039;&#039;&lt;br /&gt;
| Use a Fire-enchanted Racket and check how Fire performs against the target&#039;s defensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want to build around Homing Soul or Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind enchantment on the Racket is usually the relevant offensive element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You want defensive elemental protection&#039;&#039;&#039;&lt;br /&gt;
| Check which incoming element you want to resist and use the reaction table before choosing defensive elements&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;You are unsure which element to choose&#039;&#039;&#039;&lt;br /&gt;
| Start by matching your Racket element to the skill effects you actually use most&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Your damage feels lower than expected&#039;&#039;&#039;&lt;br /&gt;
| Check whether the enemy&#039;s defensive element creates a weak or resisted matchup&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Enchant Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on Attribute Enchanting&lt;br /&gt;
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on temporary equipment&lt;br /&gt;
| Save strong Jewels for equipment you plan to keep&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for serious high-level Elemental Enchants&lt;br /&gt;
| Save Peridot or Iolite for higher levels&lt;br /&gt;
|-&lt;br /&gt;
| Thinking +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success calculation, not the whole formula&lt;br /&gt;
|-&lt;br /&gt;
| Looking only at enchant success chance&lt;br /&gt;
| Also consider how rare the Jewel and Stone are&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on the wrong equipment parts&lt;br /&gt;
| Check eligible equipment parts before enchanting&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Attribute Enchanting and Elemental Enchanting&lt;br /&gt;
| Attribute Tablets add stats; Elemental Stones add element levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Approach ==&lt;br /&gt;
&lt;br /&gt;
New players should avoid spending rare materials too early.&lt;br /&gt;
&lt;br /&gt;
A simple beginner approach is:&lt;br /&gt;
&lt;br /&gt;
# Learn which equipment is worth improving.&lt;br /&gt;
# Use Attribute Tablets carefully on gear you plan to keep.&lt;br /&gt;
# Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.&lt;br /&gt;
# Do not waste Iolite on temporary equipment.&lt;br /&gt;
# Use cheaper Jewels only when the risk is acceptable.&lt;br /&gt;
# Be careful after +5 because downgrade risk starts when attempting +6.&lt;br /&gt;
# Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.&lt;br /&gt;
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=280</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=280"/>
		<updated>2026-05-06T12:32:14Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
Enchanting is useful, but it can also consume valuable materials. New players should understand the system before using rare Jewels or Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchant type&lt;br /&gt;
! What it does&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Tablet of Power adds STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds elemental levels from +1 to +9&lt;br /&gt;
| Fire Elemental Stone adds Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every enchant attempt requires:&lt;br /&gt;
&lt;br /&gt;
* one &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
* one &#039;&#039;&#039;Attribute Tablet&#039;&#039;&#039; or &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Materials are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attributes such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Blizzard, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Beginner Explanation ==&lt;br /&gt;
&lt;br /&gt;
If you are new, remember this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Add STR, STA, DEX or WIL to equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Add Fire, Earth, Water or Wind to equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A simple rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not waste rare Jewels on low-value or temporary equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
For high-level Elemental Enchanting, save stronger Jewels such as &#039;&#039;&#039;Peridot&#039;&#039;&#039; and &#039;&#039;&#039;Iolite&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchant materials can come from the shop and from Guardian-related gachas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Main source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop / Guardian-related gachas&lt;br /&gt;
| Tablets can be bought directly in the shop and can also appear in some gachas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Attribute Tablets are the only enchant materials that can also be bought directly in the shop. Jewels and Elemental Stones mainly come from gachas.&lt;br /&gt;
&lt;br /&gt;
== Gacha Sources for Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Several Guardian-related gachas can contain Jewels, Attribute Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine Coin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dragon Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Divinity Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Black Scale Set Boxes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some gachas exist in different variants, such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
Because there are many variants, this page does not list every individual drop table.&lt;br /&gt;
&lt;br /&gt;
For complete item and gacha comparisons, use a dedicated drop-rate page or the &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== JFTSE Item Finder ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039; is a community tool linked by JFTSE that can help players compare equipment, gacha items and item stats.&lt;br /&gt;
&lt;br /&gt;
It can be useful when planning:&lt;br /&gt;
&lt;br /&gt;
* which equipment piece is worth enchanting&lt;br /&gt;
* which gacha may contain useful enchant materials&lt;br /&gt;
* which item has useful stats before or after enchantment&lt;br /&gt;
* which equipment fits a build goal such as STR, DEX, STA, WIL, Move Speed, Quickslots, Buffslots or HP&lt;br /&gt;
&lt;br /&gt;
Link:&lt;br /&gt;
&lt;br /&gt;
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always compare important information with current ingame data if something looks outdated or inconsistent.&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used during enchant attempts.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels greatly improve the success chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
! Beginner meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
| Very low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
| Low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
| Medium success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Good success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
| High success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| Best success support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Jewels are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, do not waste rare Jewels if the attempt is already guaranteed.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels become much more important at higher levels.&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
! Player-facing stat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
| STA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
| DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIS +1 internally&lt;br /&gt;
| WIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data may use &#039;&#039;&#039;WIS&#039;&#039;&#039; internally, but the player-facing stat is &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting adds STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the selected Attribute on that equipment piece.&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting does not use the same +1 to +9 level system as Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
Instead, the Attribute increases by 1 until the equipment reaches its maximum value for that Attribute.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A piece of equipment has 6 STR and can reach 9 STR.&lt;br /&gt;
This means it can gain up to +3 STR through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If Attribute Enchanting is guaranteed, use the cheapest available Jewel and save rare Jewels such as Peridot or Iolite for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchant Limits ==&lt;br /&gt;
&lt;br /&gt;
Equipment pieces can have maximum Attribute values.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* STR and MAX_STR&lt;br /&gt;
* STA and MAX_STA&lt;br /&gt;
* DEX and MAX_DEX&lt;br /&gt;
* WIL and MAX_WIL&lt;br /&gt;
&lt;br /&gt;
The base value is the Attribute value the equipment already provides.&lt;br /&gt;
&lt;br /&gt;
The maximum value is the highest value that Attribute can reach on that equipment piece through Attribute Enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These limits are equipment-specific. They are not a global character stat cap.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting uses levels from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every enchant material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Tablets ===&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
Elemental Stones cannot be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting adds an element to equipment.&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Failed attempts up to &#039;&#039;&#039;+5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
&lt;br /&gt;
Downgrade risk starts when attempting &#039;&#039;&#039;+6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Efficiency range&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 0–5&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 6–8&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| 6–11&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| 6–14&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 6–17&lt;br /&gt;
| No&lt;br /&gt;
| Last level before downgrade risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| 10–20&lt;br /&gt;
| Yes&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 14–24&lt;br /&gt;
| Yes&lt;br /&gt;
| Riskier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 18–28&lt;br /&gt;
| Yes&lt;br /&gt;
| High risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| 22–32&lt;br /&gt;
| Yes&lt;br /&gt;
| Highest level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; FailedPercent is used in the success calculation. It should not be read as the final fail chance by itself.&lt;br /&gt;
&lt;br /&gt;
== Success Chance ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the success chance is mainly determined by the Jewel used.&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants also apply a small level-based penalty.&lt;br /&gt;
&lt;br /&gt;
Simplified formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is limited between &#039;&#039;&#039;0%&#039;&#039;&#039; and &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Trying to upgrade from &#039;&#039;&#039;+5 to +6&#039;&#039;&#039; uses the +6 row.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Peridot&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Iolite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
100 - 5 × (35 / 100) = 98.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the displayed ingame success rate before starting an enchant attempt.&lt;br /&gt;
&lt;br /&gt;
== Example Success Chances ==&lt;br /&gt;
&lt;br /&gt;
The following table shows example success chances for Elemental Enchants with stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel&lt;br /&gt;
! Peridot&lt;br /&gt;
! Iolite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 → +2&#039;&#039;&#039;&lt;br /&gt;
| 49.90%&lt;br /&gt;
| 69.90%&lt;br /&gt;
| 99.90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2 → +3&#039;&#039;&#039;&lt;br /&gt;
| 49.60%&lt;br /&gt;
| 69.60%&lt;br /&gt;
| 99.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3 → +4&#039;&#039;&#039;&lt;br /&gt;
| 49.25%&lt;br /&gt;
| 69.25%&lt;br /&gt;
| 99.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 → +7&#039;&#039;&#039;&lt;br /&gt;
| 47.60%&lt;br /&gt;
| 67.60%&lt;br /&gt;
| 97.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Failure and Downgrade ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchants:&lt;br /&gt;
&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+0 to +5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+5 to +9&#039;&#039;&#039; can downgrade the current element level by 1 on failure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Failing &#039;&#039;&#039;+4 → +5&#039;&#039;&#039; does not downgrade.&lt;br /&gt;
* Failing &#039;&#039;&#039;+5 → +6&#039;&#039;&#039; can downgrade the item from +5 to +4.&lt;br /&gt;
* Failing higher attempts can also reduce the current elemental level by 1.&lt;br /&gt;
&lt;br /&gt;
Pushing beyond +5 is much riskier than reaching +5.&lt;br /&gt;
&lt;br /&gt;
== Drop Rate and Success Chance ==&lt;br /&gt;
&lt;br /&gt;
Drop rate and enchant success chance are different systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drop rate&#039;&#039;&#039; tells you how hard it is to get the material.&lt;br /&gt;
* &#039;&#039;&#039;Success chance&#039;&#039;&#039; tells you how likely the enchant attempt is to work.&lt;br /&gt;
&lt;br /&gt;
For real farming value, both matter.&lt;br /&gt;
&lt;br /&gt;
A useful simplified formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Expected Gacha Opens per Successful Enchant =&lt;br /&gt;
Average Tries for Jewel / Success Rate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Peridot&#039;&#039;&#039; has &#039;&#039;&#039;50 Average Tries&#039;&#039;&#039; in a gacha and the enchant success chance is &#039;&#039;&#039;68.25%&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
50 / 0.6825 = 73.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that, on average, about &#039;&#039;&#039;73 gacha openings&#039;&#039;&#039; are needed to get enough Peridot for one successful enchant at that success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This only estimates the Jewel side. Elemental Stones and other required materials are also needed.&lt;br /&gt;
&lt;br /&gt;
== Understanding Average Tries ==&lt;br /&gt;
&lt;br /&gt;
Some gacha tables use &#039;&#039;&#039;Average Tries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Tries&#039;&#039;&#039; means the average number of gacha openings needed to receive the item once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average Tries&lt;br /&gt;
! Approx. drop chance&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| About 1 item every 10 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| About 1 item every 20 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
| 2%&lt;br /&gt;
| About 1 item every 50 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| 1%&lt;br /&gt;
| About 1 item every 100 openings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A lower Average Tries value means the item is more common.&lt;br /&gt;
&lt;br /&gt;
A higher Average Tries value means the item is rarer.&lt;br /&gt;
&lt;br /&gt;
== Material Bottlenecks ==&lt;br /&gt;
&lt;br /&gt;
Enchanting often depends on more than one material.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Attribute Tablet&lt;br /&gt;
* the equipment&#039;s Attribute maximum&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Elemental Stone&lt;br /&gt;
* the Jewel&lt;br /&gt;
* downgrade recovery after +5&lt;br /&gt;
&lt;br /&gt;
A good farming source should therefore be judged by more than one drop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* If you already have many Elemental Stones but lack Peridot, farm a source with better Peridot rates.&lt;br /&gt;
* If you have good Jewels but lack Elemental Stones, farm a source with better Stone rates.&lt;br /&gt;
* If you need both, compare both material drop rates.&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Strategy ==&lt;br /&gt;
&lt;br /&gt;
There is no perfect strategy for every player.&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* how valuable the equipment is&lt;br /&gt;
* how many Jewels you have&lt;br /&gt;
* how many Stones or Tablets you have&lt;br /&gt;
* how much risk you are willing to take&lt;br /&gt;
&lt;br /&gt;
A useful general strategy:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Do not waste rare Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Use cheaper Jewels or skip serious enchanting&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reach +5 Elemental&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +6 and +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +8 and +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| High-level failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expected Attempts by Jewel Strength ==&lt;br /&gt;
&lt;br /&gt;
The following values are approximate expected attempts based on the success formula and downgrade behavior.&lt;br /&gt;
&lt;br /&gt;
They are meant as practical guidance, not as a guarantee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Expected attempts to reach +5&lt;br /&gt;
! Expected attempts from +5 to +9&lt;br /&gt;
! Practical use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious Elemental Enchants&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for expendable attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high risk / cost&lt;br /&gt;
| Only if resources are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for early levels, risky for high levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Safest and most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical conclusion:&#039;&#039;&#039; Very weak Jewels may look cheap, but they can consume many Stones, Jewels and attempts over time.&lt;br /&gt;
&lt;br /&gt;
== Practical Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Budget Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this if the equipment is not very important and you want to save rare Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Do not waste rare Jewels if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel if available, otherwise lower Jewels only on expendable gear&lt;br /&gt;
| No downgrade risk yet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Downgrade risk begins here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite if available&lt;br /&gt;
| High-level failures are costly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Balanced Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for equipment you care about.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Save better Jewels for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or Peridot&lt;br /&gt;
| Faster and less wasteful than common Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +8&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Good balance between value and success chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best choice for the final push&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safe Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for valuable or hard-to-replace equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Attribute Enchanting should not consume rare Jewels if avoidable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Minimizes wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best option against downgrade risk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive and Defensive Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants can affect damage when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
The equipped &#039;&#039;&#039;Racket&#039;&#039;&#039; is used as the offensive element.&lt;br /&gt;
&lt;br /&gt;
This means that a Fire-enchanted Racket can support Fire-based skill effects such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039; or &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other eligible equipment parts can contribute defensive elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment part&lt;br /&gt;
! Main elemental role&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Offensive element&lt;br /&gt;
| Fire Racket supports Fire-based skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body / Pants / Foot / Cap / Hand&#039;&#039;&#039;&lt;br /&gt;
| Defensive elements&lt;br /&gt;
| Can help against incoming elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Elemental attack only matters when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab trap, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay usage of these effects, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how this element performs as an offensive element against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how this element performs as a defensive element against an incoming elemental attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Wind&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Earth&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral&#039;&#039;&#039; or empty entries mean that there is no special strong or weak interaction shown in this table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Elemental reactions follow FT&#039;s own game logic and should not be assumed to work like other elemental systems.&lt;br /&gt;
&lt;br /&gt;
== Element Damage Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Element reactions can modify elemental efficiency.&lt;br /&gt;
&lt;br /&gt;
The effect is stronger in Battle / player combat than in Guardian combat.&lt;br /&gt;
&lt;br /&gt;
=== Battle / Player Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Efficiency change&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| Your element is strong against the defender&lt;br /&gt;
| +26&lt;br /&gt;
| More elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| Your element is weak against the defender&lt;br /&gt;
| -15&lt;br /&gt;
| Less elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| The defender resists your element&lt;br /&gt;
| -20&lt;br /&gt;
| Additional resistance against your element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Efficiency change&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| Your element is strong against the defender&lt;br /&gt;
| +16&lt;br /&gt;
| More elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| Your element is weak against the defender&lt;br /&gt;
| -5&lt;br /&gt;
| Less elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| The defender resists your element&lt;br /&gt;
| -10&lt;br /&gt;
| Additional resistance against your element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; Element reactions matter more in Battle / player combat than in Guardian combat.&lt;br /&gt;
&lt;br /&gt;
== Common Enchant Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on Attribute Enchanting&lt;br /&gt;
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on temporary equipment&lt;br /&gt;
| Save strong Jewels for equipment you plan to keep&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for serious high-level Elemental Enchants&lt;br /&gt;
| Save Peridot or Iolite for higher levels&lt;br /&gt;
|-&lt;br /&gt;
| Thinking +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success calculation, not the whole formula&lt;br /&gt;
|-&lt;br /&gt;
| Looking only at enchant success chance&lt;br /&gt;
| Also consider how rare the Jewel and Stone are&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on the wrong equipment parts&lt;br /&gt;
| Check eligible equipment parts before enchanting&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Attribute Enchanting and Elemental Enchanting&lt;br /&gt;
| Attribute Tablets add stats; Elemental Stones add element levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Approach ==&lt;br /&gt;
&lt;br /&gt;
New players should avoid spending rare materials too early.&lt;br /&gt;
&lt;br /&gt;
A simple beginner approach is:&lt;br /&gt;
&lt;br /&gt;
# Learn which equipment is worth improving.&lt;br /&gt;
# Use Attribute Tablets carefully on gear you plan to keep.&lt;br /&gt;
# Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.&lt;br /&gt;
# Do not waste Iolite on temporary equipment.&lt;br /&gt;
# Use cheaper Jewels only when the risk is acceptable.&lt;br /&gt;
# Be careful after +5 because downgrade risk starts when attempting +6.&lt;br /&gt;
# Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.&lt;br /&gt;
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=279</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=279"/>
		<updated>2026-05-06T12:31:52Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Elemental Reactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchantments allow you to improve equipment by adding attribute bonuses or elemental effects.&lt;br /&gt;
&lt;br /&gt;
There are two main types of enchantments:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attribute Enchantments&#039;&#039;&#039; – add one of the four main &#039;&#039;&#039;[[Stats#Attributes|Attributes]]&#039;&#039;&#039; to equipment: &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Element Enchantments&#039;&#039;&#039; – add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
Both enchantment types use materials such as Tablets, Elemental Stones and Jewels.&lt;br /&gt;
&lt;br /&gt;
For detailed information about stats, attributes and secondary stats, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant1.jpg|900px|center|Enchantment overview]]&lt;br /&gt;
&lt;br /&gt;
== Enchantment Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Main material&lt;br /&gt;
! Purpose&lt;br /&gt;
! Main use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Tablet&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| General character improvement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element Attack Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Elemental Stone&lt;br /&gt;
| Increases the damage of specific Battle items or skills&lt;br /&gt;
| Battle Mode damage setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element Defense Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Elemental Stone&lt;br /&gt;
| Reduces damage from elemental racket attacks&lt;br /&gt;
| Defense against racket-based elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enchantment Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchantments require different materials depending on the enchantment type.&lt;br /&gt;
&lt;br /&gt;
=== Tablets ===&lt;br /&gt;
&lt;br /&gt;
Tablets are used for Attribute Enchantments.&lt;br /&gt;
&lt;br /&gt;
They add one of the four main attributes to equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For detailed information about these attributes, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Element Enchantments.&lt;br /&gt;
&lt;br /&gt;
They can add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
There are four elements:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be obtained from Gacha in &#039;&#039;&#039;[[Maps#Atlantis|Atlantis]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Maps#Dance Time|Dance Time]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Maps#Machine City|Machine City]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Jewels ===&lt;br /&gt;
&lt;br /&gt;
Jewels are used as enchantment materials and can affect the success rate of an enchantment attempt.&lt;br /&gt;
&lt;br /&gt;
There are six different types of Jewels. They can be obtained from Gacha, but the available Jewel depends on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Jewels_.jpg|900px|center|Jewels used for enchantment]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Rarity&lt;br /&gt;
! Found in&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| Rare&lt;br /&gt;
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Useful for lower enchantment levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| Rare&lt;br /&gt;
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Useful for mid-level and high-level enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| Very Rare&lt;br /&gt;
| [[Maps#Machine City|Machine City]], [[Maps#Arena|Arena]]&lt;br /&gt;
| Recommended for the hardest enchantment levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Enchantment Process ==&lt;br /&gt;
&lt;br /&gt;
The basic enchantment process is similar for Attribute Enchantments and Element Enchantments.&lt;br /&gt;
&lt;br /&gt;
# Check whether your item can be enchanted.&lt;br /&gt;
# Make sure you have the required enchantment material.&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the enchantment type and material.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the displayed success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039; to attempt the enchantment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the success rate before starting the enchantment. Higher enchantment levels usually have a lower success rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant4.png|700px|center|Right-click an item and select Enchant]]&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchantments ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchantments are used to add attribute points to equipment.&lt;br /&gt;
&lt;br /&gt;
They can add one of the four main attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of these attributes and how they affect gameplay, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
&lt;br /&gt;
To perform an Attribute Enchantment, you need:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tablet&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basic Jewels such as &#039;&#039;&#039;Onyx&#039;&#039;&#039;, &#039;&#039;&#039;Jasper&#039;&#039;&#039; and &#039;&#039;&#039;Moonstone&#039;&#039;&#039; can be used for this type of enchantment.&lt;br /&gt;
&lt;br /&gt;
=== Checking Your Gear ===&lt;br /&gt;
&lt;br /&gt;
Before starting an Attribute Enchantment, check the item description.&lt;br /&gt;
&lt;br /&gt;
Look for the following information:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchantment eligibility&#039;&#039;&#039; – shows whether the item can be enchanted.&lt;br /&gt;
* &#039;&#039;&#039;Available attribute points&#039;&#039;&#039; – shows how many points can be added to STR, STA, DEX or WIL.&lt;br /&gt;
* &#039;&#039;&#039;Potential limit&#039;&#039;&#039; – shows the maximum amount of improvement the item can receive.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant3.jpg|900px|center|Checking equipment before enchantment]]&lt;br /&gt;
&lt;br /&gt;
=== Starting an Attribute Enchantment ===&lt;br /&gt;
&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the attribute you want to improve.&lt;br /&gt;
# Select the Tablet.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant5.jpg|900px|center|Attribute enchantment menu]]&lt;br /&gt;
&lt;br /&gt;
== Element Enchantments ==&lt;br /&gt;
&lt;br /&gt;
Element Enchantments are used to add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
Element enchantments can be upgraded from &#039;&#039;&#039;+0&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The higher the enchantment level, the lower the success rate becomes. Reaching &#039;&#039;&#039;+7 to +9&#039;&#039;&#039; is much harder and usually requires stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant11.jpg|900px|center|Element enchantment levels]]&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Elements ===&lt;br /&gt;
&lt;br /&gt;
Element Enchantments can be used in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack elements&#039;&#039;&#039; increase the damage of specific Battle items or skills.&lt;br /&gt;
* &#039;&#039;&#039;Defense elements&#039;&#039;&#039; reduce damage from elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental defense does not protect against item-based attacks such as Fireball, Meteor, Small Meteor, Blizzard, Souls, Magic Circle or Crab Trap. It only works against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Attack Effects ===&lt;br /&gt;
&lt;br /&gt;
Attack elements increase the damage of specific Battle items or skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Affected Battle items / skills&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor&lt;br /&gt;
| Increases damage dealt by these attacks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Souls, Magic Circle&lt;br /&gt;
| Increases damage dealt by these attacks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap&lt;br /&gt;
| Increases damage dealt by this attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Increases damage dealt by this attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Defense Effects ===&lt;br /&gt;
&lt;br /&gt;
Defense elements are used against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
They do not reduce damage from item-based attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Defense type&lt;br /&gt;
! Works against&lt;br /&gt;
! Does not work against&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Defense&#039;&#039;&#039;&lt;br /&gt;
| Fire elemental racket attacks&lt;br /&gt;
| Fireball, Meteor, Small Meteor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Defense&#039;&#039;&#039;&lt;br /&gt;
| Wind elemental racket attacks&lt;br /&gt;
| Souls, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Earth elemental racket attacks&lt;br /&gt;
| Crab Trap&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Defense&#039;&#039;&#039;&lt;br /&gt;
| Water elemental racket attacks&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
It can add:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; such as STR, STA, DEX or WIL&lt;br /&gt;
* &#039;&#039;&#039;Elements&#039;&#039;&#039; such as Fire, Earth, Water or Wind&lt;br /&gt;
&lt;br /&gt;
Enchanting is useful, but it can also consume valuable materials. New players should understand the system before using rare Jewels or Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchant type&lt;br /&gt;
! What it does&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Tablet of Power adds STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Adds elemental levels from +1 to +9&lt;br /&gt;
| Fire Elemental Stone adds Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every enchant attempt requires:&lt;br /&gt;
&lt;br /&gt;
* one &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
* one &#039;&#039;&#039;Attribute Tablet&#039;&#039;&#039; or &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Materials are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attributes such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Blizzard, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Beginner Explanation ==&lt;br /&gt;
&lt;br /&gt;
If you are new, remember this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Add STR, STA, DEX or WIL to equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Add Fire, Earth, Water or Wind to equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A simple rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not waste rare Jewels on low-value or temporary equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, use the cheapest available Jewel if the attempt is guaranteed.&lt;br /&gt;
&lt;br /&gt;
For high-level Elemental Enchanting, save stronger Jewels such as &#039;&#039;&#039;Peridot&#039;&#039;&#039; and &#039;&#039;&#039;Iolite&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== How to Obtain Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchant materials can come from the shop and from Guardian-related gachas.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material&lt;br /&gt;
! Main source&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Tablets&#039;&#039;&#039;&lt;br /&gt;
| Shop / Guardian-related gachas&lt;br /&gt;
| Tablets can be bought directly in the shop and can also appear in some gachas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
| Guardian-related gachas&lt;br /&gt;
| Used during enchant attempts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Attribute Tablets are the only enchant materials that can also be bought directly in the shop. Jewels and Elemental Stones mainly come from gachas.&lt;br /&gt;
&lt;br /&gt;
== Gacha Sources for Enchant Materials ==&lt;br /&gt;
&lt;br /&gt;
Several Guardian-related gachas can contain Jewels, Attribute Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Machine Coin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dragon Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Divinity Set Boxes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Black Scale Set Boxes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some gachas exist in different variants, such as Red, Blue, Purple or Orange.&lt;br /&gt;
&lt;br /&gt;
Because there are many variants, this page does not list every individual drop table.&lt;br /&gt;
&lt;br /&gt;
For complete item and gacha comparisons, use a dedicated drop-rate page or the &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== JFTSE Item Finder ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;JFTSE Item Finder&#039;&#039;&#039; is a community tool linked by JFTSE that can help players compare equipment, gacha items and item stats.&lt;br /&gt;
&lt;br /&gt;
It can be useful when planning:&lt;br /&gt;
&lt;br /&gt;
* which equipment piece is worth enchanting&lt;br /&gt;
* which gacha may contain useful enchant materials&lt;br /&gt;
* which item has useful stats before or after enchantment&lt;br /&gt;
* which equipment fits a build goal such as STR, DEX, STA, WIL, Move Speed, Quickslots, Buffslots or HP&lt;br /&gt;
&lt;br /&gt;
Link:&lt;br /&gt;
&lt;br /&gt;
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always compare important information with current ingame data if something looks outdated or inconsistent.&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used during enchant attempts.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels greatly improve the success chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Success value&lt;br /&gt;
! Beginner meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| 7&lt;br /&gt;
| Very low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| 15&lt;br /&gt;
| Low success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
| Medium success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| Good success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
| High success support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
| Best success support&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Jewels are consumed when used.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, do not waste rare Jewels if the attempt is already guaranteed.&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, stronger Jewels become much more important at higher levels.&lt;br /&gt;
&lt;br /&gt;
== Attribute Tablets ==&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tablet&lt;br /&gt;
! Adds&lt;br /&gt;
! Player-facing stat&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Power&#039;&#039;&#039;&lt;br /&gt;
| STR +1&lt;br /&gt;
| STR&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Stamina&#039;&#039;&#039;&lt;br /&gt;
| STA +1&lt;br /&gt;
| STA&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Dexterity&#039;&#039;&#039;&lt;br /&gt;
| DEX +1&lt;br /&gt;
| DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tablet of Wisdom&#039;&#039;&#039;&lt;br /&gt;
| WIS +1 internally&lt;br /&gt;
| WIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The game data may use &#039;&#039;&#039;WIS&#039;&#039;&#039; internally, but the player-facing stat is &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting adds STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
Each successful Attribute Enchant adds &#039;&#039;&#039;+1&#039;&#039;&#039; to the selected Attribute on that equipment piece.&lt;br /&gt;
&lt;br /&gt;
Attribute Enchanting does not use the same +1 to +9 level system as Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
Instead, the Attribute increases by 1 until the equipment reaches its maximum value for that Attribute.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A piece of equipment has 6 STR and can reach 9 STR.&lt;br /&gt;
This means it can gain up to +3 STR through Attribute Enchanting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; If Attribute Enchanting is guaranteed, use the cheapest available Jewel and save rare Jewels such as Peridot or Iolite for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchant Limits ==&lt;br /&gt;
&lt;br /&gt;
Equipment pieces can have maximum Attribute values.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* STR and MAX_STR&lt;br /&gt;
* STA and MAX_STA&lt;br /&gt;
* DEX and MAX_DEX&lt;br /&gt;
* WIL and MAX_WIL&lt;br /&gt;
&lt;br /&gt;
The base value is the Attribute value the equipment already provides.&lt;br /&gt;
&lt;br /&gt;
The maximum value is the highest value that Attribute can reach on that equipment piece through Attribute Enchanting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These limits are equipment-specific. They are not a global character stat cap.&lt;br /&gt;
&lt;br /&gt;
== Elemental Stones ==&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Element&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting uses levels from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Eligible Equipment Parts ==&lt;br /&gt;
&lt;br /&gt;
Not every enchant material can be used on every equipment part.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Tablets ===&lt;br /&gt;
&lt;br /&gt;
Attribute Tablets can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be applied to:&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
* Pants&lt;br /&gt;
* Foot&lt;br /&gt;
* Cap&lt;br /&gt;
* Hand&lt;br /&gt;
* Racket&lt;br /&gt;
&lt;br /&gt;
Elemental Stones cannot be applied to:&lt;br /&gt;
&lt;br /&gt;
* Hair&lt;br /&gt;
* Glasses&lt;br /&gt;
* Bag&lt;br /&gt;
* Socks&lt;br /&gt;
&lt;br /&gt;
== Elemental Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchanting adds an element to equipment.&lt;br /&gt;
&lt;br /&gt;
Elemental levels go from &#039;&#039;&#039;+1&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Failed attempts up to &#039;&#039;&#039;+5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
&lt;br /&gt;
Downgrade risk starts when attempting &#039;&#039;&#039;+6&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Target level&lt;br /&gt;
! FailedPercent&lt;br /&gt;
! Efficiency range&lt;br /&gt;
! Downgrade on fail?&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| 5&lt;br /&gt;
| 0–5&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2&#039;&#039;&#039;&lt;br /&gt;
| 10&lt;br /&gt;
| 6–8&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
| 6–11&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4&#039;&#039;&#039;&lt;br /&gt;
| 25&lt;br /&gt;
| 6–14&lt;br /&gt;
| No&lt;br /&gt;
| Safe from downgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| 30&lt;br /&gt;
| 6–17&lt;br /&gt;
| No&lt;br /&gt;
| Last level before downgrade risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6&#039;&#039;&#039;&lt;br /&gt;
| 35&lt;br /&gt;
| 10–20&lt;br /&gt;
| Yes&lt;br /&gt;
| Downgrade risk starts here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
| 14–24&lt;br /&gt;
| Yes&lt;br /&gt;
| Riskier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8&#039;&#039;&#039;&lt;br /&gt;
| 45&lt;br /&gt;
| 18–28&lt;br /&gt;
| Yes&lt;br /&gt;
| High risk&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+9&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
| 22–32&lt;br /&gt;
| Yes&lt;br /&gt;
| Highest level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; FailedPercent is used in the success calculation. It should not be read as the final fail chance by itself.&lt;br /&gt;
&lt;br /&gt;
== Success Chance ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the success chance is mainly determined by the Jewel used.&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants also apply a small level-based penalty.&lt;br /&gt;
&lt;br /&gt;
Simplified formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result is limited between &#039;&#039;&#039;0%&#039;&#039;&#039; and &#039;&#039;&#039;100%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
Trying to upgrade from &#039;&#039;&#039;+5 to +6&#039;&#039;&#039; uses the +6 row.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Peridot&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
70 - 5 × (35 / 100) = 68.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Iolite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
100 - 5 × (35 / 100) = 98.25%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the displayed ingame success rate before starting an enchant attempt.&lt;br /&gt;
&lt;br /&gt;
== Example Success Chances ==&lt;br /&gt;
&lt;br /&gt;
The following table shows example success chances for Elemental Enchants with stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade&lt;br /&gt;
! Spinel&lt;br /&gt;
! Peridot&lt;br /&gt;
! Iolite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+0 → +1&#039;&#039;&#039;&lt;br /&gt;
| 50.00%&lt;br /&gt;
| 70.00%&lt;br /&gt;
| 100.00%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 → +2&#039;&#039;&#039;&lt;br /&gt;
| 49.90%&lt;br /&gt;
| 69.90%&lt;br /&gt;
| 99.90%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+2 → +3&#039;&#039;&#039;&lt;br /&gt;
| 49.60%&lt;br /&gt;
| 69.60%&lt;br /&gt;
| 99.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+3 → +4&#039;&#039;&#039;&lt;br /&gt;
| 49.25%&lt;br /&gt;
| 69.25%&lt;br /&gt;
| 99.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+4 → +5&#039;&#039;&#039;&lt;br /&gt;
| 48.80%&lt;br /&gt;
| 68.80%&lt;br /&gt;
| 98.80%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5 → +6&#039;&#039;&#039;&lt;br /&gt;
| 48.25%&lt;br /&gt;
| 68.25%&lt;br /&gt;
| 98.25%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 → +7&#039;&#039;&#039;&lt;br /&gt;
| 47.60%&lt;br /&gt;
| 67.60%&lt;br /&gt;
| 97.60%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+7 → +8&#039;&#039;&#039;&lt;br /&gt;
| 46.85%&lt;br /&gt;
| 66.85%&lt;br /&gt;
| 96.85%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 → +9&#039;&#039;&#039;&lt;br /&gt;
| 46.00%&lt;br /&gt;
| 66.00%&lt;br /&gt;
| 96.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Failure and Downgrade ==&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchants:&lt;br /&gt;
&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+0 to +5&#039;&#039;&#039; do not downgrade the current element level.&lt;br /&gt;
* Attempts from &#039;&#039;&#039;+5 to +9&#039;&#039;&#039; can downgrade the current element level by 1 on failure.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Failing &#039;&#039;&#039;+4 → +5&#039;&#039;&#039; does not downgrade.&lt;br /&gt;
* Failing &#039;&#039;&#039;+5 → +6&#039;&#039;&#039; can downgrade the item from +5 to +4.&lt;br /&gt;
* Failing higher attempts can also reduce the current elemental level by 1.&lt;br /&gt;
&lt;br /&gt;
Pushing beyond +5 is much riskier than reaching +5.&lt;br /&gt;
&lt;br /&gt;
== Drop Rate and Success Chance ==&lt;br /&gt;
&lt;br /&gt;
Drop rate and enchant success chance are different systems.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drop rate&#039;&#039;&#039; tells you how hard it is to get the material.&lt;br /&gt;
* &#039;&#039;&#039;Success chance&#039;&#039;&#039; tells you how likely the enchant attempt is to work.&lt;br /&gt;
&lt;br /&gt;
For real farming value, both matter.&lt;br /&gt;
&lt;br /&gt;
A useful simplified formula is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Expected Gacha Opens per Successful Enchant =&lt;br /&gt;
Average Tries for Jewel / Success Rate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Peridot&#039;&#039;&#039; has &#039;&#039;&#039;50 Average Tries&#039;&#039;&#039; in a gacha and the enchant success chance is &#039;&#039;&#039;68.25%&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
50 / 0.6825 = 73.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that, on average, about &#039;&#039;&#039;73 gacha openings&#039;&#039;&#039; are needed to get enough Peridot for one successful enchant at that success rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This only estimates the Jewel side. Elemental Stones and other required materials are also needed.&lt;br /&gt;
&lt;br /&gt;
== Understanding Average Tries ==&lt;br /&gt;
&lt;br /&gt;
Some gacha tables use &#039;&#039;&#039;Average Tries&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Tries&#039;&#039;&#039; means the average number of gacha openings needed to receive the item once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Average Tries&lt;br /&gt;
! Approx. drop chance&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
| 10%&lt;br /&gt;
| About 1 item every 10 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
| 5%&lt;br /&gt;
| About 1 item every 20 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
| 2%&lt;br /&gt;
| About 1 item every 50 openings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
| 1%&lt;br /&gt;
| About 1 item every 100 openings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A lower Average Tries value means the item is more common.&lt;br /&gt;
&lt;br /&gt;
A higher Average Tries value means the item is rarer.&lt;br /&gt;
&lt;br /&gt;
== Material Bottlenecks ==&lt;br /&gt;
&lt;br /&gt;
Enchanting often depends on more than one material.&lt;br /&gt;
&lt;br /&gt;
For Attribute Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Attribute Tablet&lt;br /&gt;
* the equipment&#039;s Attribute maximum&lt;br /&gt;
&lt;br /&gt;
For Elemental Enchanting, the bottlenecks are usually:&lt;br /&gt;
&lt;br /&gt;
* the correct Elemental Stone&lt;br /&gt;
* the Jewel&lt;br /&gt;
* downgrade recovery after +5&lt;br /&gt;
&lt;br /&gt;
A good farming source should therefore be judged by more than one drop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* If you already have many Elemental Stones but lack Peridot, farm a source with better Peridot rates.&lt;br /&gt;
* If you have good Jewels but lack Elemental Stones, farm a source with better Stone rates.&lt;br /&gt;
* If you need both, compare both material drop rates.&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Strategy ==&lt;br /&gt;
&lt;br /&gt;
There is no perfect strategy for every player.&lt;br /&gt;
&lt;br /&gt;
It depends on:&lt;br /&gt;
&lt;br /&gt;
* how valuable the equipment is&lt;br /&gt;
* how many Jewels you have&lt;br /&gt;
* how many Stones or Tablets you have&lt;br /&gt;
* how much risk you are willing to take&lt;br /&gt;
&lt;br /&gt;
A useful general strategy:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Use the cheapest available Jewel if the attempt is guaranteed&lt;br /&gt;
| Do not waste rare Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Temporary equipment&#039;&#039;&#039;&lt;br /&gt;
| Use cheaper Jewels or skip serious enchanting&lt;br /&gt;
| Save rare materials for better gear&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reach +5 Elemental&#039;&#039;&#039;&lt;br /&gt;
| Spinel or better if possible&lt;br /&gt;
| No downgrade risk yet, but weak Jewels can waste many materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +6 and +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Push +8 and +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite recommended&lt;br /&gt;
| High-level failures are expensive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Valuable equipment&#039;&#039;&#039;&lt;br /&gt;
| Use stronger Jewels earlier&lt;br /&gt;
| Reduces wasted Stones, Jewels and downgrade recovery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expected Attempts by Jewel Strength ==&lt;br /&gt;
&lt;br /&gt;
The following values are approximate expected attempts based on the success formula and downgrade behavior.&lt;br /&gt;
&lt;br /&gt;
They are meant as practical guidance, not as a guarantee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Expected attempts to reach +5&lt;br /&gt;
! Expected attempts from +5 to +9&lt;br /&gt;
! Practical use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| ~77&lt;br /&gt;
| Extremely impractical&lt;br /&gt;
| Not recommended for serious Elemental Enchants&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| ~34&lt;br /&gt;
| Very impractical&lt;br /&gt;
| Only for expendable attempts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| ~21&lt;br /&gt;
| Very high risk / cost&lt;br /&gt;
| Only if resources are not valuable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| ~10&lt;br /&gt;
| ~35&lt;br /&gt;
| Good for early levels, risky for high levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| ~7&lt;br /&gt;
| ~10&lt;br /&gt;
| Good balanced option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| ~5&lt;br /&gt;
| ~4&lt;br /&gt;
| Safest and most efficient for high levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical conclusion:&#039;&#039;&#039; Very weak Jewels may look cheap, but they can consume many Stones, Jewels and attempts over time.&lt;br /&gt;
&lt;br /&gt;
== Practical Enchant Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Budget Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this if the equipment is not very important and you want to save rare Jewels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Do not waste rare Jewels if the attempt is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel if available, otherwise lower Jewels only on expendable gear&lt;br /&gt;
| No downgrade risk yet&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Downgrade risk begins here&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite if available&lt;br /&gt;
| High-level failures are costly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Balanced Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for equipment you care about.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Save better Jewels for Elemental Enchanting&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Spinel or Peridot&lt;br /&gt;
| Faster and less wasteful than common Jewels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +8&#039;&#039;&#039;&lt;br /&gt;
| Peridot&lt;br /&gt;
| Good balance between value and success chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best choice for the final push&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Safe Strategy ===&lt;br /&gt;
&lt;br /&gt;
Use this for valuable or hard-to-replace equipment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level range&lt;br /&gt;
! Suggested Jewel&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchanting&#039;&#039;&#039;&lt;br /&gt;
| Cheapest available Jewel&lt;br /&gt;
| Attribute Enchanting should not consume rare Jewels if avoidable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +1 to +5&#039;&#039;&#039;&lt;br /&gt;
| Peridot or Iolite&lt;br /&gt;
| Minimizes wasted materials&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental +6 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite&lt;br /&gt;
| Best option against downgrade risk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Offensive and Defensive Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental Enchants can affect damage when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
The equipped &#039;&#039;&#039;Racket&#039;&#039;&#039; is used as the offensive element.&lt;br /&gt;
&lt;br /&gt;
This means that a Fire-enchanted Racket can support Fire-based skill effects such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039; or &#039;&#039;&#039;Inferno&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Other eligible equipment parts can contribute defensive elements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment part&lt;br /&gt;
! Main elemental role&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket&#039;&#039;&#039;&lt;br /&gt;
| Offensive element&lt;br /&gt;
| Fire Racket supports Fire-based skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Body / Pants / Foot / Cap / Hand&#039;&#039;&#039;&lt;br /&gt;
| Defensive elements&lt;br /&gt;
| Can help against incoming elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Elemental attack only matters when the offensive element matches the element of the used skill effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example skill effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Homing Soul, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab trap, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For gameplay usage of these effects, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how this element performs as an offensive element against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how this element performs as a defensive element against an incoming elemental attack.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Wind&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Attack vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Earth&#039;&#039;&#039; is &#039;&#039;&#039;Strong&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Fire Defense vs Water&#039;&#039;&#039; is &#039;&#039;&#039;Weak&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral&#039;&#039;&#039; or empty entries mean that there is no special strong or weak interaction shown in this table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Elemental reactions follow FT&#039;s own game logic and should not be assumed to work like other elemental systems.&lt;br /&gt;
&lt;br /&gt;
== Element Damage Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Element reactions can modify elemental efficiency.&lt;br /&gt;
&lt;br /&gt;
The effect is stronger in Battle / player combat than in Guardian combat.&lt;br /&gt;
&lt;br /&gt;
=== Battle / Player Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Efficiency change&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| Your element is strong against the defender&lt;br /&gt;
| +26&lt;br /&gt;
| More elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| Your element is weak against the defender&lt;br /&gt;
| -15&lt;br /&gt;
| Less elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| The defender resists your element&lt;br /&gt;
| -20&lt;br /&gt;
| Additional resistance against your element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Efficiency change&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| Your element is strong against the defender&lt;br /&gt;
| +16&lt;br /&gt;
| More elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| Your element is weak against the defender&lt;br /&gt;
| -5&lt;br /&gt;
| Less elemental damage&lt;br /&gt;
|-&lt;br /&gt;
| The defender resists your element&lt;br /&gt;
| -10&lt;br /&gt;
| Additional resistance against your element&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical note:&#039;&#039;&#039; Element reactions matter more in Battle / player combat than in Guardian combat.&lt;br /&gt;
&lt;br /&gt;
== Common Enchant Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on Attribute Enchanting&lt;br /&gt;
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed&lt;br /&gt;
|-&lt;br /&gt;
| Using rare Jewels on temporary equipment&lt;br /&gt;
| Save strong Jewels for equipment you plan to keep&lt;br /&gt;
|-&lt;br /&gt;
| Using weak Jewels for serious high-level Elemental Enchants&lt;br /&gt;
| Save Peridot or Iolite for higher levels&lt;br /&gt;
|-&lt;br /&gt;
| Thinking +5 failure downgrades&lt;br /&gt;
| Downgrade risk starts when attempting +6&lt;br /&gt;
|-&lt;br /&gt;
| Treating FailedPercent as the final fail chance&lt;br /&gt;
| It is part of the success calculation, not the whole formula&lt;br /&gt;
|-&lt;br /&gt;
| Looking only at enchant success chance&lt;br /&gt;
| Also consider how rare the Jewel and Stone are&lt;br /&gt;
|-&lt;br /&gt;
| Using Elemental Stones on the wrong equipment parts&lt;br /&gt;
| Check eligible equipment parts before enchanting&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Attribute Enchanting and Elemental Enchanting&lt;br /&gt;
| Attribute Tablets add stats; Elemental Stones add element levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Approach ==&lt;br /&gt;
&lt;br /&gt;
New players should avoid spending rare materials too early.&lt;br /&gt;
&lt;br /&gt;
A simple beginner approach is:&lt;br /&gt;
&lt;br /&gt;
# Learn which equipment is worth improving.&lt;br /&gt;
# Use Attribute Tablets carefully on gear you plan to keep.&lt;br /&gt;
# Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.&lt;br /&gt;
# Do not waste Iolite on temporary equipment.&lt;br /&gt;
# Use cheaper Jewels only when the risk is acceptable.&lt;br /&gt;
# Be careful after +5 because downgrade risk starts when attempting +6.&lt;br /&gt;
# Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.&lt;br /&gt;
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;br /&gt;
&lt;br /&gt;
=== How to Read the Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
The reaction table helps compare your attack element with the opponent&#039;s defense element.&lt;br /&gt;
&lt;br /&gt;
An elemental attack is not equally effective against every defense element. Some combinations are stronger, while others are weaker.&lt;br /&gt;
&lt;br /&gt;
For example, if you use a &#039;&#039;&#039;Wind Attack&#039;&#039;&#039; or &#039;&#039;&#039;Fire Attack&#039;&#039;&#039; and the opponent has &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;, the result may be less effective than using a better element combination according to the reaction table.&lt;br /&gt;
&lt;br /&gt;
This means choosing an element is not only about increasing the damage of a specific Battle item or skill. It also depends on the opponent&#039;s defense element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If your damage feels low even with a high enchantment level, the opponent&#039;s defense element may be reducing the effectiveness of your attack element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental reactions are separate from item-specific attack scaling. For example, a Fire attack enchantment increases Fireball, Meteor and Small Meteor damage, but elemental defense only works against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
&lt;br /&gt;
To perform an Element Enchantment, you need:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Checking Your Gear ===&lt;br /&gt;
&lt;br /&gt;
Before starting an Element Enchantment, check whether the item supports the selected element.&lt;br /&gt;
&lt;br /&gt;
Not every item can receive every type of element enchantment.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant12.jpg|900px|center|Checking element enchantment eligibility]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant13.jpg|900px|center|Element enchantment item information]]&lt;br /&gt;
&lt;br /&gt;
=== Starting an Element Enchantment ===&lt;br /&gt;
&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the Elemental Stone you want to use.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant14.jpg|900px|center|Selecting an Elemental Stone]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant15.jpg|900px|center|Starting the element enchantment]]&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Usage ==&lt;br /&gt;
&lt;br /&gt;
Jewels affect the success rate of an enchantment attempt. Stronger Jewels give better chances, but they are also harder to obtain.&lt;br /&gt;
&lt;br /&gt;
There is no single fixed rule for which Jewel must be used at each level. The best choice depends on how many Jewels you have and how many resources you are willing to risk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchantment level&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 to +4&#039;&#039;&#039;&lt;br /&gt;
| Use low-level or common Jewels first&lt;br /&gt;
| Failed attempts do not reset the enchantment level before +5, so it is usually worth trying cheaper Jewels first.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| Spinel is still a good option&lt;br /&gt;
| The enchantment can start failing at this stage. If the attempt fails, the item can drop back to +4.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot is recommended, but cheaper Jewels can still be used if you have many of them&lt;br /&gt;
| Peridot gives a better chance, but players with many lower Jewels may try to save rarer materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite is the safest option, but Peridot can still succeed&lt;br /&gt;
| Iolite gives the best chance for the hardest levels. However, it is still possible to reach +9 with Peridot if you are lucky.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource-saving strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Try to reach the early levels with cheaper Jewels first.&lt;br /&gt;
* If you have many low-level Jewels, use them for as long as the risk feels acceptable.&lt;br /&gt;
* Spinel can be used up to around &#039;&#039;&#039;+5&#039;&#039;&#039;, because failure only starts becoming risky from this point.&lt;br /&gt;
* From &#039;&#039;&#039;+5&#039;&#039;&#039; onward, failed attempts may reduce the enchantment level.&lt;br /&gt;
* Peridot can still succeed even at high levels, including attempts toward &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
* Iolite should usually be saved for the hardest levels or for items where you do not want to risk many failed attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Up to &#039;&#039;&#039;+4&#039;&#039;&#039;, failed attempts do not reset the enchantment level. Starting around &#039;&#039;&#039;+5&#039;&#039;&#039;, failure can reduce the enchantment level, for example dropping the item back to &#039;&#039;&#039;+4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains attributes, secondary stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains equipment, item bonuses and gear.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Enchantments are used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Enchantments&#039;&#039;&#039; add STR, STA, DEX or WIL to equipment by using Tablets and Jewels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Element Enchantments&#039;&#039;&#039; add elemental attack or elemental defense effects by using Elemental Stones and Jewels.&lt;br /&gt;
&lt;br /&gt;
Attack elements increase the damage of specific Battle items or skills.&lt;br /&gt;
&lt;br /&gt;
Defense elements only protect against elemental racket attacks and do not reduce damage from item-based attacks.&lt;br /&gt;
&lt;br /&gt;
Jewels affect the success rate of enchantment attempts. Using cheaper Jewels early and saving rare Jewels for harder levels can help save resources.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=278</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=278"/>
		<updated>2026-05-06T11:34:22Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attribute Points ==&lt;br /&gt;
&lt;br /&gt;
Attribute points are character-specific.&lt;br /&gt;
&lt;br /&gt;
Each character has its own level, Attribute points and stat distribution.&lt;br /&gt;
&lt;br /&gt;
Attribute points can be assigned to:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New characters start with &#039;&#039;&#039;5 free Attribute points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Characters gain additional Attribute points while leveling, but only up to &#039;&#039;&#039;Level 65&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means a character can gain up to &#039;&#039;&#039;69 free Attribute points&#039;&#039;&#039; in total:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
5 starting points + 64 points from leveling = 69 total Attribute points&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Level 65, characters can still continue leveling, but they no longer gain additional free Attribute points.&lt;br /&gt;
&lt;br /&gt;
These points are distributed separately for each character.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Good for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Damage and offensive pressure&lt;br /&gt;
| Skill / item damage setups, attack pressure, ball speed pressure&lt;br /&gt;
| Good for simple damage-focused builds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Defense and survivability&lt;br /&gt;
| Taking less damage, surviving longer&lt;br /&gt;
| Useful, but usually not the first beginner focus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement and projectile behavior&lt;br /&gt;
| Mobility, responsiveness, Meteor variants / Homing Soul shot count&lt;br /&gt;
| Very useful for beginners, especially around 60 DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball damage and ball behavior&lt;br /&gt;
| Ball damage, curve, spin-focused setups&lt;br /&gt;
| Stronger for specialized ball-focused builds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; is mainly useful for offensive pressure and skill / item damage.&lt;br /&gt;
&lt;br /&gt;
It increases the damage bonus used by skill or item damage calculations.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(STR × 0.35)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STR is simple and useful for damage-focused Guardian builds, especially when combined with DEX.&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; is mainly useful for survivability.&lt;br /&gt;
&lt;br /&gt;
It reduces incoming damage and supports defensive builds.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(STA × 0.30)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STA helps you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; is useful for movement, responsiveness and some projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.&lt;br /&gt;
&lt;br /&gt;
== Projectile Shot Count ==&lt;br /&gt;
&lt;br /&gt;
Some projectile-based effects can gain additional shots at specific DEX values.&lt;br /&gt;
&lt;br /&gt;
This applies to effects such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meteor variants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Additional shots&lt;br /&gt;
|-&lt;br /&gt;
| 0–29&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 30–39&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 40–49&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 50–59&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 60+&lt;br /&gt;
| +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; This is why around &#039;&#039;&#039;60 DEX&#039;&#039;&#039; is often recommended for simple damage-focused builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; is mainly useful for ball damage and ball-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 0.52))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not the base value.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 41&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Guardian WIL Damage ==&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.&lt;br /&gt;
&lt;br /&gt;
== HP ==&lt;br /&gt;
&lt;br /&gt;
HP is a survivability value.&lt;br /&gt;
&lt;br /&gt;
Player HP increases with level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HP = 200 + 5 × (Level - 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! HP&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 245&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 295&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 345&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 395&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 445&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional HP can also come from equipment or other effects.&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
They can come from equipment, items, buffs or other systems.&lt;br /&gt;
&lt;br /&gt;
Common examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! What it affects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Character movement speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
| Speed of charged shots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
| How fast the ball travels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
| Damage caused by the ball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
| Spin / ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Survivability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Secondary Stats can be related to Attributes, but they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; is an Attribute.&lt;br /&gt;
* &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039; is a Secondary Stat / item effect.&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039; can increase Chargeshot Speed as an item effect.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects ball damage, while &#039;&#039;&#039;Power Strike&#039;&#039;&#039; is an item effect that can increase ball damage.&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; is related to damage calculations, while &#039;&#039;&#039;Item Bash&#039;&#039;&#039; is a Buff Item that increases item damage.&lt;br /&gt;
&lt;br /&gt;
== Beginner Build Notes ==&lt;br /&gt;
&lt;br /&gt;
New players do not need a perfect build immediately.&lt;br /&gt;
&lt;br /&gt;
A simple beginner-friendly direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → remaining points into STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because:&lt;br /&gt;
&lt;br /&gt;
* DEX helps with movement and projectile behavior.&lt;br /&gt;
* 60 DEX is an important breakpoint for certain projectile effects.&lt;br /&gt;
* STR supports simple damage-focused gameplay.&lt;br /&gt;
* The build is easier to understand than specialized WIL / STA setups.&lt;br /&gt;
* Guardian rooms usually still need damage dealers.&lt;br /&gt;
&lt;br /&gt;
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.&lt;br /&gt;
&lt;br /&gt;
For more beginner progression advice, see the &#039;&#039;&#039;[[Beginner&#039;s Guide|Beginner&#039;s Guide]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Skill / item damage bonus and ball speed pressure&lt;br /&gt;
| Damage-focused progression and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Lower direct value compared to Battle / Guardian&lt;br /&gt;
| Damage reduction and survival&lt;br /&gt;
| Damage reduction and survival&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and responsiveness&lt;br /&gt;
| Movement, projectile behavior and charge-related gameplay&lt;br /&gt;
| Movement, projectile setups and charge-related gameplay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior, curve and ball pressure&lt;br /&gt;
| Ball damage, ball pressure and curve-based play&lt;br /&gt;
| Guardian ball damage and ball-focused setups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Mode ===&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, stats mostly affect ball behavior, movement and timing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, turning and responsiveness.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball behavior, curve and ball pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content, because Basic Mode is less focused on damage trading.&lt;br /&gt;
&lt;br /&gt;
=== Battle Mode ===&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses more stat, item and skill interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports skill / item damage bonus and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports damage reduction and survival.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, projectile setups and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage, ball pressure and curve-based play.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items and Buff Items can affect similar gameplay areas.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; supports item damage setups.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; supports projectile setups.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; supports survivability setups.&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; supports ball-damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Guardian Mode ===&lt;br /&gt;
&lt;br /&gt;
Guardian Mode uses dedicated scenario and combat systems.&lt;br /&gt;
&lt;br /&gt;
Stats can still be very relevant:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports damage-focused progression and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports survivability and damage reduction.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement and projectile-based setups.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports Guardian ball damage and ball-focused setups.&lt;br /&gt;
&lt;br /&gt;
A common beginner-friendly Guardian direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → remaining points into STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because &#039;&#039;&#039;DEX&#039;&#039;&#039; helps with movement and projectile-based effects, while &#039;&#039;&#039;STR&#039;&#039;&#039; supports straightforward damage-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and equipment improvement.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=277</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=277"/>
		<updated>2026-05-06T11:33:02Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attribute Points ==&lt;br /&gt;
&lt;br /&gt;
Attribute points are character-specific.&lt;br /&gt;
&lt;br /&gt;
Each character has its own level, Attribute points and stat distribution.&lt;br /&gt;
&lt;br /&gt;
Attribute points can be assigned to:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New characters start with &#039;&#039;&#039;5 free Attribute points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Characters gain additional Attribute points while leveling, but only up to &#039;&#039;&#039;Level 65&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This means a character can gain up to &#039;&#039;&#039;69 free Attribute points&#039;&#039;&#039; in total:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
5 starting points + 64 points from leveling = 69 total Attribute points&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Level 65, characters can still continue leveling, but they no longer gain additional free Attribute points.&lt;br /&gt;
&lt;br /&gt;
These points are distributed separately for each character.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Good for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Damage and offensive pressure&lt;br /&gt;
| Skill / item damage setups, attack pressure, ball speed pressure&lt;br /&gt;
| Good for simple damage-focused builds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Defense and survivability&lt;br /&gt;
| Taking less damage, surviving longer&lt;br /&gt;
| Useful, but usually not the first beginner focus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement and projectile behavior&lt;br /&gt;
| Mobility, responsiveness, Meteor variants / Homing Soul shot count&lt;br /&gt;
| Very useful for beginners, especially around 60 DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball damage and ball behavior&lt;br /&gt;
| Ball damage, curve, spin-focused setups&lt;br /&gt;
| Stronger for specialized ball-focused builds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; is mainly useful for offensive pressure and skill / item damage.&lt;br /&gt;
&lt;br /&gt;
It increases the damage bonus used by skill or item damage calculations.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(STR × 0.35)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STR is simple and useful for damage-focused Guardian builds, especially when combined with DEX.&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; is mainly useful for survivability.&lt;br /&gt;
&lt;br /&gt;
It reduces incoming damage and supports defensive builds.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(STA × 0.30)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STA helps you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; is useful for movement, responsiveness and some projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.&lt;br /&gt;
&lt;br /&gt;
== Projectile Shot Count ==&lt;br /&gt;
&lt;br /&gt;
Some projectile-based effects can gain additional shots at specific DEX values.&lt;br /&gt;
&lt;br /&gt;
This applies to effects such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meteor variants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Additional shots&lt;br /&gt;
|-&lt;br /&gt;
| 0–29&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 30–39&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 40–49&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 50–59&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 60+&lt;br /&gt;
| +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; This is why around &#039;&#039;&#039;60 DEX&#039;&#039;&#039; is often recommended for simple damage-focused builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; is mainly useful for ball damage and ball-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 0.52))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not the base value.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 41&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Guardian WIL Damage ==&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.&lt;br /&gt;
&lt;br /&gt;
== HP ==&lt;br /&gt;
&lt;br /&gt;
HP is a survivability value.&lt;br /&gt;
&lt;br /&gt;
Player HP increases with level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HP = 200 + 5 × (Level - 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! HP&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 245&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 295&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 345&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 395&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 445&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional HP can also come from equipment or other effects.&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
They can come from equipment, items, buffs or other systems.&lt;br /&gt;
&lt;br /&gt;
Common examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! What it affects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Character movement speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
| Speed of charged shots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
| How fast the ball travels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
| Damage caused by the ball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
| Spin / ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Survivability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Secondary Stats can be related to Attributes, but they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; is an Attribute.&lt;br /&gt;
* &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039; is a Secondary Stat / item effect.&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039; can increase Chargeshot Speed as an item effect.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects ball damage, while &#039;&#039;&#039;Power Strike&#039;&#039;&#039; is an item effect that can increase ball damage.&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; is related to damage calculations, while &#039;&#039;&#039;Item Bash&#039;&#039;&#039; is a Buff Item that increases item damage.&lt;br /&gt;
&lt;br /&gt;
== Beginner Build Notes ==&lt;br /&gt;
&lt;br /&gt;
New players do not need a perfect build immediately.&lt;br /&gt;
&lt;br /&gt;
A simple beginner-friendly direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → remaining points into STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because:&lt;br /&gt;
&lt;br /&gt;
* DEX helps with movement and projectile behavior.&lt;br /&gt;
* 60 DEX is an important breakpoint for certain projectile effects.&lt;br /&gt;
* STR supports simple damage-focused gameplay.&lt;br /&gt;
* The build is easier to understand than specialized WIL / STA setups.&lt;br /&gt;
* Guardian rooms usually still need damage dealers.&lt;br /&gt;
&lt;br /&gt;
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.&lt;br /&gt;
&lt;br /&gt;
For more beginner progression advice, see the &#039;&#039;&#039;[[Beginner&#039;s Guide|Beginner&#039;s Guide]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Skill / item damage bonus and ball speed pressure&lt;br /&gt;
| Damage-focused progression and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Lower direct value compared to Battle / Guardian&lt;br /&gt;
| Damage reduction and survival&lt;br /&gt;
| Damage reduction and survival&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and responsiveness&lt;br /&gt;
| Movement, projectile behavior and charge-related gameplay&lt;br /&gt;
| Movement, projectile setups and charge-related gameplay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior, curve and ball pressure&lt;br /&gt;
| Ball damage, ball pressure and curve-based play&lt;br /&gt;
| Guardian ball damage and ball-focused setups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Mode ===&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, stats mostly affect ball behavior, movement and timing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, turning and responsiveness.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball behavior, curve and ball pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content, because Basic Mode is less focused on damage trading.&lt;br /&gt;
&lt;br /&gt;
=== Battle Mode ===&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses more stat, item and skill interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports skill / item damage bonus and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports damage reduction and survival.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, projectile setups and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage, ball pressure and curve-based play.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items and Buff Items can affect similar gameplay areas.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; supports item damage setups.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; supports projectile setups.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; supports survivability setups.&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; supports ball-damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Guardian Mode ===&lt;br /&gt;
&lt;br /&gt;
Guardian Mode uses dedicated scenario and combat systems.&lt;br /&gt;
&lt;br /&gt;
Stats can still be very relevant:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports damage-focused progression and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports survivability and damage reduction.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement and projectile-based setups.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports Guardian ball damage and ball-focused setups.&lt;br /&gt;
&lt;br /&gt;
A common beginner-friendly Guardian direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → remaining points into STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because &#039;&#039;&#039;DEX&#039;&#039;&#039; helps with movement and projectile-based effects, while &#039;&#039;&#039;STR&#039;&#039;&#039; supports straightforward damage-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
== Common Confusions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Confusion&lt;br /&gt;
! Better explanation&lt;br /&gt;
|-&lt;br /&gt;
| Fireball, Meteor or Blizzard are stats&lt;br /&gt;
| They are gameplay effects triggered through items&lt;br /&gt;
|-&lt;br /&gt;
| Quick Slot items are Attributes&lt;br /&gt;
| Attributes are only STR, STA, DEX and WIL&lt;br /&gt;
|-&lt;br /&gt;
| Chargeshot Speed is the same as DEX&lt;br /&gt;
| Chargeshot Speed is a Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| DEX increases every projectile effect&lt;br /&gt;
| DEX affects shot count only for specific projectile effects&lt;br /&gt;
|-&lt;br /&gt;
| WIL should be called WIS on the wiki&lt;br /&gt;
| Use WIL for player-facing wiki text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and equipment improvement.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=276</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=276"/>
		<updated>2026-05-05T22:49:04Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Stats are numerical values that affect how your character performs in FT.&lt;br /&gt;
&lt;br /&gt;
The four main Attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; – offensive pressure and skill / item damage bonus&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; – damage reduction and survivability&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; – movement, responsiveness and projectile behavior&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; – ball damage and ball-focused gameplay&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 Attribute point&#039;&#039;&#039; that can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
Stats can also come from equipment, enchantments and temporary item effects.&lt;br /&gt;
&lt;br /&gt;
This page focuses on what the stats do, which formulas matter, and how they affect build decisions.&lt;br /&gt;
&lt;br /&gt;
For Quick Slot items and Buff Items, see &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Healing, see &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For equipment improvement, see &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Good for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Damage and offensive pressure&lt;br /&gt;
| Skill / item damage setups, attack pressure, ball speed pressure&lt;br /&gt;
| Good for simple damage-focused builds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Defense and survivability&lt;br /&gt;
| Taking less damage, surviving longer&lt;br /&gt;
| Useful, but usually not the first beginner focus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement and projectile behavior&lt;br /&gt;
| Mobility, responsiveness, Meteor variants / Homing Soul shot count&lt;br /&gt;
| Very useful for beginners, especially around 60 DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball damage and ball behavior&lt;br /&gt;
| Ball damage, curve, spin-focused setups&lt;br /&gt;
| Stronger for specialized ball-focused builds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; is mainly useful for offensive pressure and skill / item damage.&lt;br /&gt;
&lt;br /&gt;
It increases the damage bonus used by skill or item damage calculations.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(STR × 0.35)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STR is simple and useful for damage-focused Guardian builds, especially when combined with DEX.&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; is mainly useful for survivability.&lt;br /&gt;
&lt;br /&gt;
It reduces incoming damage and supports defensive builds.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(STA × 0.30)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STA helps you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; is useful for movement, responsiveness and some projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.&lt;br /&gt;
&lt;br /&gt;
== Projectile Shot Count ==&lt;br /&gt;
&lt;br /&gt;
Some projectile-based effects can gain additional shots at specific DEX values.&lt;br /&gt;
&lt;br /&gt;
This applies to effects such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meteor variants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Additional shots&lt;br /&gt;
|-&lt;br /&gt;
| 0–29&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 30–39&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 40–49&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 50–59&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 60+&lt;br /&gt;
| +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; This is why around &#039;&#039;&#039;60 DEX&#039;&#039;&#039; is often recommended for simple damage-focused builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; is mainly useful for ball damage and ball-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 0.52))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not the base value.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 41&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Guardian WIL Damage ==&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.&lt;br /&gt;
&lt;br /&gt;
== HP ==&lt;br /&gt;
&lt;br /&gt;
HP is a survivability value.&lt;br /&gt;
&lt;br /&gt;
Player HP increases with level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HP = 200 + 5 × (Level - 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! HP&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 245&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 295&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 345&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 395&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 445&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional HP can also come from equipment or other effects.&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
They can come from equipment, items, buffs or other systems.&lt;br /&gt;
&lt;br /&gt;
Common examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! What it affects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Character movement speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
| Speed of charged shots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
| How fast the ball travels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
| Damage caused by the ball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
| Spin / ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Survivability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Secondary Stats can be related to Attributes, but they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; is an Attribute.&lt;br /&gt;
* &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039; is a Secondary Stat / item effect.&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039; can increase Chargeshot Speed as an item effect.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects ball damage, while &#039;&#039;&#039;Power Strike&#039;&#039;&#039; is an item effect that can increase ball damage.&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; is related to damage calculations, while &#039;&#039;&#039;Item Bash&#039;&#039;&#039; is a Buff Item that increases item damage.&lt;br /&gt;
&lt;br /&gt;
== Beginner Build Notes ==&lt;br /&gt;
&lt;br /&gt;
New players do not need a perfect build immediately.&lt;br /&gt;
&lt;br /&gt;
A simple beginner-friendly direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → remaining points into STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because:&lt;br /&gt;
&lt;br /&gt;
* DEX helps with movement and projectile behavior.&lt;br /&gt;
* 60 DEX is an important breakpoint for certain projectile effects.&lt;br /&gt;
* STR supports simple damage-focused gameplay.&lt;br /&gt;
* The build is easier to understand than specialized WIL / STA setups.&lt;br /&gt;
* Guardian rooms usually still need damage dealers.&lt;br /&gt;
&lt;br /&gt;
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.&lt;br /&gt;
&lt;br /&gt;
For more beginner progression advice, see the &#039;&#039;&#039;[[Beginner&#039;s Guide|Beginner&#039;s Guide]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Skill / item damage bonus and ball speed pressure&lt;br /&gt;
| Damage-focused progression and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Lower direct value compared to Battle / Guardian&lt;br /&gt;
| Damage reduction and survival&lt;br /&gt;
| Damage reduction and survival&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and responsiveness&lt;br /&gt;
| Movement, projectile behavior and charge-related gameplay&lt;br /&gt;
| Movement, projectile setups and charge-related gameplay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior, curve and ball pressure&lt;br /&gt;
| Ball damage, ball pressure and curve-based play&lt;br /&gt;
| Guardian ball damage and ball-focused setups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic Mode ===&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, stats mostly affect ball behavior, movement and timing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, turning and responsiveness.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball behavior, curve and ball pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content, because Basic Mode is less focused on damage trading.&lt;br /&gt;
&lt;br /&gt;
=== Battle Mode ===&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses more stat, item and skill interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports skill / item damage bonus and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports damage reduction and survival.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, projectile setups and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage, ball pressure and curve-based play.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items and Buff Items can affect similar gameplay areas.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; supports item damage setups.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; supports projectile setups.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; supports survivability setups.&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; supports ball-damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Guardian Mode ===&lt;br /&gt;
&lt;br /&gt;
Guardian Mode uses dedicated scenario and combat systems.&lt;br /&gt;
&lt;br /&gt;
Stats can still be very relevant:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports damage-focused progression and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports survivability and damage reduction.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement and projectile-based setups.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports Guardian ball damage and ball-focused setups.&lt;br /&gt;
&lt;br /&gt;
A common beginner-friendly Guardian direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → remaining points into STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because &#039;&#039;&#039;DEX&#039;&#039;&#039; helps with movement and projectile-based effects, while &#039;&#039;&#039;STR&#039;&#039;&#039; supports straightforward damage-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
== Common Confusions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Confusion&lt;br /&gt;
! Better explanation&lt;br /&gt;
|-&lt;br /&gt;
| Fireball, Meteor or Blizzard are stats&lt;br /&gt;
| They are gameplay effects triggered through items&lt;br /&gt;
|-&lt;br /&gt;
| Quick Slot items are Attributes&lt;br /&gt;
| Attributes are only STR, STA, DEX and WIL&lt;br /&gt;
|-&lt;br /&gt;
| Chargeshot Speed is the same as DEX&lt;br /&gt;
| Chargeshot Speed is a Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| DEX increases every projectile effect&lt;br /&gt;
| DEX affects shot count only for specific projectile effects&lt;br /&gt;
|-&lt;br /&gt;
| WIL should be called WIS on the wiki&lt;br /&gt;
| Use WIL for player-facing wiki text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and equipment improvement.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=275</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=275"/>
		<updated>2026-05-05T22:39:01Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Stats are numerical values that affect how your character performs in FT.&lt;br /&gt;
&lt;br /&gt;
The four main Attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; – offensive pressure and skill damage bonus&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; – damage reduction and survivability&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; – movement, responsiveness and projectile behavior&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; – ball damage and ball-focused gameplay&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 Attribute point&#039;&#039;&#039; that can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
Stats can also come from equipment, enchantments and temporary item effects.&lt;br /&gt;
&lt;br /&gt;
This page focuses on what the stats do and how they affect gameplay.&lt;br /&gt;
&lt;br /&gt;
For Quick Slot items and Buff Items, see &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects such as Fireball, Meteor or Healing, see &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For equipment improvement, see &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Good for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Damage and offensive pressure&lt;br /&gt;
| Item damage setups, attack pressure, ball speed pressure&lt;br /&gt;
| Good for simple damage-focused builds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Defense and survivability&lt;br /&gt;
| Taking less damage, surviving longer&lt;br /&gt;
| Useful, but usually not the first beginner focus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement and projectile behavior&lt;br /&gt;
| Mobility, responsiveness, Meteor / Homing Soul shot count&lt;br /&gt;
| Very useful for beginners, especially around 60 DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball damage and ball behavior&lt;br /&gt;
| Ball damage, curve, spin-focused setups&lt;br /&gt;
| Stronger for specialized ball-focused builds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; is mainly useful for offensive pressure and skill / item damage.&lt;br /&gt;
&lt;br /&gt;
It increases the damage bonus used by skill or item damage calculations.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(STR × 0.35)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STR is a simple and useful stat for damage-focused Guardian builds, especially when combined with DEX.&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; is mainly useful for survivability.&lt;br /&gt;
&lt;br /&gt;
It reduces incoming damage and helps defensive builds.&lt;br /&gt;
&lt;br /&gt;
=== Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(STA × 0.30)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; STA can help you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; is useful for movement, responsiveness and some projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.&lt;br /&gt;
&lt;br /&gt;
== Projectile Shot Count ==&lt;br /&gt;
&lt;br /&gt;
Some projectile-based effects can gain additional shots at specific DEX values.&lt;br /&gt;
&lt;br /&gt;
This applies to effects such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meteor variants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Additional shots&lt;br /&gt;
|-&lt;br /&gt;
| 0–29&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 30–39&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 40–49&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 50–59&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 60+&lt;br /&gt;
| +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; This is why around &#039;&#039;&#039;60 DEX&#039;&#039;&#039; is often recommended for simple damage-focused builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; is mainly useful for ball damage and ball-focused gameplay.&lt;br /&gt;
&lt;br /&gt;
It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 0.52))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not the base value.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 41&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 62&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Guardian WIL Damage ==&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner note:&#039;&#039;&#039; WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.&lt;br /&gt;
&lt;br /&gt;
== HP ==&lt;br /&gt;
&lt;br /&gt;
HP is a survivability value.&lt;br /&gt;
&lt;br /&gt;
Player HP increases with level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HP = 200 + 5 × (Level - 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! HP&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 245&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 295&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 345&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 395&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 445&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additional HP can also come from equipment or other effects.&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
They can come from equipment, items, buffs or other systems.&lt;br /&gt;
&lt;br /&gt;
Common examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! What it affects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Character movement speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
| Speed of charged shots&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
| How fast the ball travels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
| Damage caused by the ball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
| Spin / ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Survivability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Secondary Stats can be related to Attributes, but they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; is an Attribute.&lt;br /&gt;
* &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039; is a Secondary Stat / item effect.&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039; can increase Chargeshot Speed as an item effect.&lt;br /&gt;
&lt;br /&gt;
== Beginner Build Notes ==&lt;br /&gt;
&lt;br /&gt;
New players do not need a perfect build immediately.&lt;br /&gt;
&lt;br /&gt;
A simple beginner-friendly direction is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;around 60 DEX → rest STR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This works well because:&lt;br /&gt;
&lt;br /&gt;
* DEX helps with movement and projectile behavior.&lt;br /&gt;
* 60 DEX is an important breakpoint for certain projectile effects.&lt;br /&gt;
* STR supports simple damage-focused gameplay.&lt;br /&gt;
* The build is easier to understand than specialized WIL / STA setups.&lt;br /&gt;
* Guardian rooms usually still need damage dealers.&lt;br /&gt;
&lt;br /&gt;
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.&lt;br /&gt;
&lt;br /&gt;
For more beginner progression advice, see the &#039;&#039;&#039;[[Beginner&#039;s Guide|Beginner&#039;s Guide]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Offensive pressure&lt;br /&gt;
| Skill / item damage bonus&lt;br /&gt;
| Damage-focused progression&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Limited direct value&lt;br /&gt;
| Damage reduction&lt;br /&gt;
| Survivability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement and responsiveness&lt;br /&gt;
| Movement and projectile setups&lt;br /&gt;
| Movement and projectile setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball damage and ball behavior&lt;br /&gt;
| Ball pressure&lt;br /&gt;
| Guardian ball damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and equipment improvement.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Beginner%27s_Guide&amp;diff=274</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Beginner%27s_Guide&amp;diff=274"/>
		<updated>2026-05-05T22:16:09Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Beginner&#039;s Guide helps new players understand what to do first in FT.&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis can feel confusing at the beginning because the game has several connected systems, such as the Tutorial, Single Play, Guardian Mode, Stats, Items, Skills, Enchantments, Housing, Commands and different match modes.&lt;br /&gt;
&lt;br /&gt;
This guide gives new players a clear starting path and links to the most important wiki pages.&lt;br /&gt;
&lt;br /&gt;
The recommended beginner path is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Install the game → Complete the Tutorial → Try Single Play → Start Guardian Mode → Learn Stats, Items and Skills → Choose a beginner build → Improve your character → Try Basic and Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Before You Start ==&lt;br /&gt;
&lt;br /&gt;
Before playing, make sure the game is installed correctly.&lt;br /&gt;
&lt;br /&gt;
If you are installing the game for the first time, see the &#039;&#039;&#039;[[Game Installation Guide|Game Installation Guide]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the game does not start, shows missing DLL errors, disconnects with an old version message, or has launcher problems, see the &#039;&#039;&#039;[[Troubleshooting|Troubleshooting]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Useful starting pages:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Page&lt;br /&gt;
! When to use it&lt;br /&gt;
|-&lt;br /&gt;
| Installation&lt;br /&gt;
| &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039;&lt;br /&gt;
| If you are installing the game for the first time&lt;br /&gt;
|-&lt;br /&gt;
| Common errors&lt;br /&gt;
| &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039;&lt;br /&gt;
| If the game does not start or shows errors&lt;br /&gt;
|-&lt;br /&gt;
| Stats and builds&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to understand STR, STA, DEX and WIL&lt;br /&gt;
|-&lt;br /&gt;
| Items&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to understand Quick Slot items, Buff Items, Count, Cooltime and Duration&lt;br /&gt;
|-&lt;br /&gt;
| Skills / Effects&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to understand what item effects do during gameplay&lt;br /&gt;
|-&lt;br /&gt;
| Enchant&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to improve equipment with Tablets, Elemental Stones or Jewels&lt;br /&gt;
|-&lt;br /&gt;
| Commands&lt;br /&gt;
| &#039;&#039;&#039;[[Commands]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to learn useful ingame chat commands&lt;br /&gt;
|-&lt;br /&gt;
| Maps&lt;br /&gt;
| &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to learn about maps and possible rewards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Path ==&lt;br /&gt;
&lt;br /&gt;
The simplest beginner path is:&lt;br /&gt;
&lt;br /&gt;
# Install and update the game.&lt;br /&gt;
# Complete the Tutorial.&lt;br /&gt;
# Try Single Play against NPCs.&lt;br /&gt;
# Start with Guardian Mode.&lt;br /&gt;
# Level up your character.&lt;br /&gt;
# Learn the basic stat, item and skill systems.&lt;br /&gt;
# Choose a simple beginner-friendly build.&lt;br /&gt;
# Improve your character step by step.&lt;br /&gt;
# Try Basic or Battle once you feel more comfortable.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial → Single Play → Guardian → STR / DEX beginner build → Stats / Items / Skills / Enchant → Basic / Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tutorial_Menu_Icon.png|300px|right|Tutorial menu icon]]&lt;br /&gt;
&lt;br /&gt;
If you are new, start with the &#039;&#039;&#039;Tutorial&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Tutorial is available directly from the main menu and teaches the basic controls and match flow.&lt;br /&gt;
&lt;br /&gt;
It helps you understand:&lt;br /&gt;
&lt;br /&gt;
* Basic controls&lt;br /&gt;
* Movement&lt;br /&gt;
* Timing&lt;br /&gt;
* Ball hitting&lt;br /&gt;
* Basic match flow&lt;br /&gt;
&lt;br /&gt;
Skipping the Tutorial can make the beginning harder, especially if you are not familiar with Fantasy Tennis movement and timing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Complete the Tutorial before trying Guardian, Single Play, Basic or Battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Single Play ==&lt;br /&gt;
&lt;br /&gt;
[[File:Single_Play_Menu_Icon.png|300px|right|Single Play menu icon]]&lt;br /&gt;
&lt;br /&gt;
After completing the Tutorial, &#039;&#039;&#039;Single Play&#039;&#039;&#039; is a good place to practice against NPC opponents.&lt;br /&gt;
&lt;br /&gt;
Single Play lets new players learn the game without immediately playing against experienced players.&lt;br /&gt;
&lt;br /&gt;
It can help beginners practice:&lt;br /&gt;
&lt;br /&gt;
* Movement&lt;br /&gt;
* Ball timing&lt;br /&gt;
* Basic Mode mechanics&lt;br /&gt;
* Battle Mode mechanics&lt;br /&gt;
* Item usage&lt;br /&gt;
* Match flow&lt;br /&gt;
* Positioning&lt;br /&gt;
* How different game modes feel&lt;br /&gt;
&lt;br /&gt;
Single Play includes Basic and Battle-style stages where players can progress through different levels.&lt;br /&gt;
&lt;br /&gt;
It can also be useful for collecting early items and Gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If Guardian Mode still feels confusing, try Single Play first to get more comfortable with the mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Start with Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
After the Tutorial and some Single Play practice, Guardian Mode is usually the best place for new players to build their character.&lt;br /&gt;
&lt;br /&gt;
Guardian Mode helps new players:&lt;br /&gt;
&lt;br /&gt;
* Level up their character&lt;br /&gt;
* Earn Gold and rewards&lt;br /&gt;
* Learn basic gameplay&lt;br /&gt;
* Collect useful items&lt;br /&gt;
* Understand movement and timing&lt;br /&gt;
* Build a stronger foundation before entering PvP modes&lt;br /&gt;
&lt;br /&gt;
If your goal is to compete later in Basic or Battle, Guardian Mode is usually the best long-term starting point.&lt;br /&gt;
&lt;br /&gt;
== Why Single Play and Guardian Help Beginners ==&lt;br /&gt;
&lt;br /&gt;
Basic and Battle against other players can be difficult for new players if they enter too early.&lt;br /&gt;
&lt;br /&gt;
New players usually lack:&lt;br /&gt;
&lt;br /&gt;
* Levels&lt;br /&gt;
* Items&lt;br /&gt;
* Stats&lt;br /&gt;
* Game knowledge&lt;br /&gt;
* Movement experience&lt;br /&gt;
* Understanding of Quick Slot items and buffs&lt;br /&gt;
* Understanding of skill effects&lt;br /&gt;
* Understanding of Guardian mechanics and team roles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Play&#039;&#039;&#039; helps beginners practice mechanics against NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian Mode&#039;&#039;&#039; helps beginners level up, collect rewards and build a stronger character.&lt;br /&gt;
&lt;br /&gt;
Together, Single Play and Guardian Mode give new players a much better foundation before entering more competitive modes.&lt;br /&gt;
&lt;br /&gt;
== Tips for Guardian ==&lt;br /&gt;
&lt;br /&gt;
Guardian Mode is one of the best early progression modes for new players because it helps with leveling, Gold and useful rewards.&lt;br /&gt;
&lt;br /&gt;
To improve your progression, use your starting Gold carefully and focus on reward-boosting options when possible.&lt;br /&gt;
&lt;br /&gt;
=== Carnival Pro Coin Gacha ===&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-05-03 200053.png|180px|center|alt=Carnival Pro Coin Gacha|Carnival Pro Coin Gacha]]&lt;br /&gt;
&lt;br /&gt;
One useful early option is the &#039;&#039;&#039;Carnival Pro Coin Gacha&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Carnival Pro Coin Gacha&#039;&#039;&#039; can provide &#039;&#039;&#039;Gold Rings&#039;&#039;&#039; and &#039;&#039;&#039;EXP Rings&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These rings can double your Guardian rewards:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gold Ring&#039;&#039;&#039; – doubles Gold rewards&lt;br /&gt;
* &#039;&#039;&#039;EXP Ring&#039;&#039;&#039; – doubles EXP rewards&lt;br /&gt;
&lt;br /&gt;
Gold and EXP Rings are consumable items. Once equipped, one ring is used per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Useful command:&#039;&#039;&#039; If you want to open multiple gachas faster, you can use the &#039;&#039;&#039;-og&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-og &amp;quot;Gacha Name&amp;quot; &amp;lt;amount&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-og &amp;quot;Carnival Pro Coin&amp;quot; 10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This opens the selected gacha without the animation.&lt;br /&gt;
&lt;br /&gt;
For more commands, see the &#039;&#039;&#039;[[Commands|Commands]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Housing.png|180px|center|alt=Housing|Housing]]&lt;br /&gt;
&lt;br /&gt;
After earning enough Gold, it can be useful to invest in a &#039;&#039;&#039;House&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Housing can provide additional Gold and EXP bonuses and can help with long-term progression.&lt;br /&gt;
&lt;br /&gt;
Housing is its own system based on houses, furniture, Housing Points and bonuses.&lt;br /&gt;
&lt;br /&gt;
For this Beginner&#039;s Guide, the important point is simple:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Housing can improve your long-term Gold and EXP gain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Detailed house values and furniture information should be documented on a dedicated &#039;&#039;&#039;[[Housing|Housing]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Learn the Core Systems ==&lt;br /&gt;
&lt;br /&gt;
After you understand the basic gameplay, you should learn the core systems that affect progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
! Why it matters&lt;br /&gt;
! Wiki page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Explains STR, STA, DEX, WIL and Secondary Stats&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Explains Quick Slot items, Buff Items, Count, Cooltime and Duration&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Explains what gameplay effects do during a match&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| Explains Tablets, Elemental Stones, Jewels and equipment improvement&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commands&#039;&#039;&#039;&lt;br /&gt;
| Lists useful ingame chat commands&lt;br /&gt;
| &#039;&#039;&#039;[[Commands]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
| Shows map information and where certain rewards may come from&lt;br /&gt;
| &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troubleshooting&#039;&#039;&#039;&lt;br /&gt;
| Helps fix common installation or launch issues&lt;br /&gt;
| &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats for Beginners ==&lt;br /&gt;
&lt;br /&gt;
Stats are numerical values and bonuses that affect gameplay.&lt;br /&gt;
&lt;br /&gt;
The four main attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a beginner, you do not need to fully optimize your build immediately.&lt;br /&gt;
&lt;br /&gt;
It is more important to understand what stats are and how they affect gameplay.&lt;br /&gt;
&lt;br /&gt;
For more details, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Build Guidance ==&lt;br /&gt;
&lt;br /&gt;
New players do not need a perfect build immediately, but choosing a simple and useful stat direction can make early progression much easier.&lt;br /&gt;
&lt;br /&gt;
For beginners, a &#039;&#039;&#039;STR / DEX damage build&#039;&#039;&#039; is usually the easiest starting point.&lt;br /&gt;
&lt;br /&gt;
This type of build is simple to understand, works well in Guardian Mode and helps the team by dealing damage.&lt;br /&gt;
&lt;br /&gt;
A common damage-focused setup is:&lt;br /&gt;
&lt;br /&gt;
* Around &#039;&#039;&#039;60 [[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* The remaining points into &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; helps with movement, responsiveness and projectile-related mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; supports offensive pressure and damage-related mechanics.&lt;br /&gt;
&lt;br /&gt;
This makes the build easier to play than more specialized setups.&lt;br /&gt;
&lt;br /&gt;
For detailed stat explanations, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Damage Build ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Build&lt;br /&gt;
! Main stats&lt;br /&gt;
! Purpose&lt;br /&gt;
! Beginner friendly?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR / DEX Damage Build&#039;&#039;&#039;&lt;br /&gt;
| Around 60 DEX, rest STR&lt;br /&gt;
| Damage, movement and offensive pressure&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This build is recommended for many beginners because it gives clear value in Guardian Mode and is easier to use than more specialized support or ball-control builds.&lt;br /&gt;
&lt;br /&gt;
=== Why STR / DEX Is Beginner Friendly ===&lt;br /&gt;
&lt;br /&gt;
A STR / DEX damage build is usually easier for beginners because:&lt;br /&gt;
&lt;br /&gt;
* It gives clear offensive value.&lt;br /&gt;
* It helps in Guardian Mode.&lt;br /&gt;
* It is easier to understand than specialized setups.&lt;br /&gt;
* It supports movement and responsiveness through DEX.&lt;br /&gt;
* It supports damage and offensive pressure through STR.&lt;br /&gt;
* Most Guardian rooms need players who can deal damage.&lt;br /&gt;
&lt;br /&gt;
If you are unsure what to build first, starting as a damage dealer is usually the safest choice.&lt;br /&gt;
&lt;br /&gt;
== WIL / STA Builds ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;WIL / STA&#039;&#039;&#039; build can be useful, but it is usually more specialized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039; supports ball behavior, ball damage and curve-related gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039; supports survivability, recovery and defensive gameplay.&lt;br /&gt;
&lt;br /&gt;
This type of build can be useful in certain team setups, but it is not always the easiest option for new players.&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, a room usually does not need every player to focus on WIL. Often, only one WIL-focused player can be enough, while the other players focus on dealing damage.&lt;br /&gt;
&lt;br /&gt;
Because of this, beginners usually have an easier time starting as damage dealers.&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Build Choice ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Build type&lt;br /&gt;
! Recommended for beginners?&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR / DEX Damage Build&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Easy to understand, strong for Guardian progression and useful in most rooms&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL / STA Build&#039;&#039;&#039;&lt;br /&gt;
| Later&lt;br /&gt;
| More specialized and more dependent on team setup&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pure experimental builds&#039;&#039;&#039;&lt;br /&gt;
| Later&lt;br /&gt;
| Better after understanding Stats, Items and Guardian mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If you are new and unsure what to build, start with a simple STR / DEX damage setup first. It is easier to play, helps your team in Guardian Mode and gives you a strong foundation before trying more specialized builds.&lt;br /&gt;
&lt;br /&gt;
== Items and Skills for Beginners ==&lt;br /&gt;
&lt;br /&gt;
Items and Skills are closely connected in FT.&lt;br /&gt;
&lt;br /&gt;
Many gameplay effects are triggered through items.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball&#039;&#039;&#039; is a Quick Slot item, but using it triggers a Fireball attack effect during gameplay.&lt;br /&gt;
&lt;br /&gt;
As a beginner, you should understand both sides:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! What it explains&lt;br /&gt;
! Page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| What you buy, equip, manage and consume&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills / Effects&#039;&#039;&#039;&lt;br /&gt;
| What happens during gameplay when an item or action is used&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Important beginner item concepts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039; – usable items such as Fireball, Blizzard, Healing or Rebirth&lt;br /&gt;
* &#039;&#039;&#039;Buff Items&#039;&#039;&#039; – items such as Item Bash, Blessed Aim, Frenzy or Defensive Auras&lt;br /&gt;
* &#039;&#039;&#039;Cooltime&#039;&#039;&#039; – how long you must wait before using an item again&lt;br /&gt;
* &#039;&#039;&#039;Duration&#039;&#039;&#039; – how long an item effect stays active&lt;br /&gt;
* &#039;&#039;&#039;Synergistic Effects&#039;&#039;&#039; – temporary effects that support gameplay or other items&lt;br /&gt;
&lt;br /&gt;
== Beginner Item Tips ==&lt;br /&gt;
&lt;br /&gt;
As a beginner, focus on understanding what your items do before trying to optimize everything.&lt;br /&gt;
&lt;br /&gt;
Useful beginner concepts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Concept&lt;br /&gt;
! Why it matters&lt;br /&gt;
! Page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| Used during gameplay for attack, defense, healing or support&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Items|Items → Quick Slot Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| Can improve damage, projectiles, movement, defense or ball behavior&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Items → Buff Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill Effects&#039;&#039;&#039;&lt;br /&gt;
| Explain what happens when items are used during gameplay&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Tells you when an item can be used again&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Tooltip Information|Items → Quick Slot Tooltip Information]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| Tells you how long an effect stays active&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Tooltip Information|Items → Quick Slot Tooltip Information]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A simple beginner-friendly idea is to use offensive Quick Slot items together with suitable Buff Items.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; can increase item damage.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; can add an additional projectile.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; can help with survivability.&lt;br /&gt;
&lt;br /&gt;
Do not worry about perfect timing immediately. First learn what each item does.&lt;br /&gt;
&lt;br /&gt;
== Useful Commands for Beginners ==&lt;br /&gt;
&lt;br /&gt;
FT has several ingame chat commands that can be useful for players.&lt;br /&gt;
&lt;br /&gt;
Commands must start with a &#039;&#039;&#039;-&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For a full command list, see the &#039;&#039;&#039;[[Commands|Commands]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Useful beginner commands include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Use&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-help&#039;&#039;&#039;&lt;br /&gt;
| Shows available commands and descriptions&lt;br /&gt;
| Good first command to learn&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-og &amp;quot;Gacha Name&amp;quot; &amp;lt;amount&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
| Opens gachas without animation&lt;br /&gt;
| Useful when opening many gachas, for example Carnival Pro Coin Gacha&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-random&#039;&#039;&#039;&lt;br /&gt;
| Enables random Guardians&lt;br /&gt;
| Useful for Guardian variation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-hard&#039;&#039;&#039;&lt;br /&gt;
| Enables Hard Mode&lt;br /&gt;
| Makes Guardian harder and should only be used when the room is ready&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;-pb&#039;&#039;&#039;&lt;br /&gt;
| Votes to reset the last point in Basic Mode&lt;br /&gt;
| All players must vote before a new point is made&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; New players should start with &#039;&#039;&#039;-help&#039;&#039;&#039; and only use commands like &#039;&#039;&#039;-hard&#039;&#039;&#039; when they understand what the command does.&lt;br /&gt;
&lt;br /&gt;
== Enchanting for Beginners ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attribute Enchants&#039;&#039;&#039; – add STR, STA, DEX or WIL to equipment&lt;br /&gt;
* &#039;&#039;&#039;Element Enchants&#039;&#039;&#039; – add elemental attack or elemental defense effects&lt;br /&gt;
&lt;br /&gt;
Enchanting uses materials such as:&lt;br /&gt;
&lt;br /&gt;
* Tablets&lt;br /&gt;
* Elemental Stones&lt;br /&gt;
* Jewels&lt;br /&gt;
&lt;br /&gt;
New players do not need to focus heavily on perfect enchants immediately. Learn the system first and avoid wasting rare materials too early.&lt;br /&gt;
&lt;br /&gt;
For more details, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Enchant Tips ==&lt;br /&gt;
&lt;br /&gt;
Enchanting can be useful, but it can also consume important materials.&lt;br /&gt;
&lt;br /&gt;
For beginners:&lt;br /&gt;
&lt;br /&gt;
* Do not waste rare Jewels too early.&lt;br /&gt;
* Learn how enchantment levels work first.&lt;br /&gt;
* Use cheaper materials for early attempts when possible.&lt;br /&gt;
* Read the Enchantment page before pushing high enchantment levels.&lt;br /&gt;
* Focus on understanding your build before investing heavily.&lt;br /&gt;
&lt;br /&gt;
For detailed upgrade strategy and Jewel usage, see &#039;&#039;&#039;[[Enchantment#Recommended Jewel Usage|Recommended Jewel Usage]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Game Modes for Beginners ==&lt;br /&gt;
&lt;br /&gt;
FT has different game modes with different learning curves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mode&lt;br /&gt;
! Description&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
| Teaches the basic controls and match flow&lt;br /&gt;
| Always recommended for completely new players&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Single Play&#039;&#039;&#039;&lt;br /&gt;
| Lets players practice against NPCs&lt;br /&gt;
| Good for learning Basic and Battle-style mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian&#039;&#039;&#039;&lt;br /&gt;
| Progression-focused mode against NPC enemies and bosses&lt;br /&gt;
| Recommended for leveling, Gold and early rewards&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic&#039;&#039;&#039;&lt;br /&gt;
| Tennis-focused mode&lt;br /&gt;
| Best after learning movement, timing and ball control&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
| More chaotic mode with Quick Slot items and combat effects&lt;br /&gt;
| Easier after learning Items, Skills, Stats and buffs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Basic and Battle are more enjoyable once you have some levels, items and general experience.&lt;br /&gt;
&lt;br /&gt;
== When to Try Basic or Battle ==&lt;br /&gt;
&lt;br /&gt;
You can try Basic or Battle whenever you want, but they may feel difficult at the beginning.&lt;br /&gt;
&lt;br /&gt;
Before focusing on Basic or Battle, it helps to understand:&lt;br /&gt;
&lt;br /&gt;
* Movement&lt;br /&gt;
* Timing&lt;br /&gt;
* Stats&lt;br /&gt;
* Quick Slot items&lt;br /&gt;
* Skill effects&lt;br /&gt;
* Buff Items&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Useful commands&lt;br /&gt;
* Your character build&lt;br /&gt;
&lt;br /&gt;
A good rule for beginners:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build your foundation in Tutorial, Single Play and Guardian first, then explore Basic and Battle.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Common Beginner Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Skipping the Tutorial&lt;br /&gt;
| Complete the Tutorial first to learn basic controls and timing&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring Single Play&lt;br /&gt;
| Use Single Play to practice against NPCs and understand Basic / Battle mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Going into Basic or Battle too early&lt;br /&gt;
| Start with Guardian Mode to build your character first&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring Guardian progression&lt;br /&gt;
| Use Guardian to level up, earn rewards and learn the game&lt;br /&gt;
|-&lt;br /&gt;
| Overthinking builds too early&lt;br /&gt;
| Start with a simple STR / DEX damage build first&lt;br /&gt;
|-&lt;br /&gt;
| Starting with a specialized build too early&lt;br /&gt;
| Try specialized builds such as WIL / STA later&lt;br /&gt;
|-&lt;br /&gt;
| Expecting every player to play WIL&lt;br /&gt;
| In Guardian Mode, damage dealers are usually still needed, and often only one WIL-focused player is enough&lt;br /&gt;
|-&lt;br /&gt;
| Using items without understanding their effect&lt;br /&gt;
| Read the Items and Skills pages to understand item usage and gameplay effects&lt;br /&gt;
|-&lt;br /&gt;
| Using commands without understanding them&lt;br /&gt;
| Start with -help and avoid using mode-changing commands carelessly&lt;br /&gt;
|-&lt;br /&gt;
| Wasting rare materials too soon&lt;br /&gt;
| Learn Enchanting before using rare Jewels or valuable materials&lt;br /&gt;
|-&lt;br /&gt;
| Confusing stats, items and skills&lt;br /&gt;
| Use the Stats, Items and Skills pages to understand the terminology&lt;br /&gt;
|-&lt;br /&gt;
| Not asking for help&lt;br /&gt;
| Ask the community when you are confused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Progression ==&lt;br /&gt;
&lt;br /&gt;
A simple beginner progression path:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Focus&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1. First Start&#039;&#039;&#039;&lt;br /&gt;
| Install and update the game&lt;br /&gt;
| Use the &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039; if needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2. Tutorial&#039;&#039;&#039;&lt;br /&gt;
| Learn controls and basic gameplay&lt;br /&gt;
| Available directly from the main menu&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3. Single Play&#039;&#039;&#039;&lt;br /&gt;
| Practice against NPCs&lt;br /&gt;
| Useful for learning Basic and Battle mechanics, collecting early items and Gold&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4. Guardian Mode&#039;&#039;&#039;&lt;br /&gt;
| Level up and collect rewards&lt;br /&gt;
| Best early progression path for character growth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5. Learn Core Systems&#039;&#039;&#039;&lt;br /&gt;
| Stats, Items, Skills, Commands and Enchant&lt;br /&gt;
| Helps you understand builds and progression&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6. Choose a Beginner Build&#039;&#039;&#039;&lt;br /&gt;
| STR / DEX damage build&lt;br /&gt;
| Around 60 DEX and the rest into STR is a simple beginner-friendly direction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7. Improve Character&#039;&#039;&#039;&lt;br /&gt;
| Better items, stats and equipment&lt;br /&gt;
| Do not rush rare upgrades too early&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8. Try Basic / Battle&#039;&#039;&#039;&lt;br /&gt;
| PvP and more competitive modes&lt;br /&gt;
| Easier after building a foundation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beginner Checklist ==&lt;br /&gt;
&lt;br /&gt;
Use this checklist if you are not sure what to do next.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Done?&lt;br /&gt;
! Task&lt;br /&gt;
! Related page&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Install and update the game&lt;br /&gt;
| &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Fix launcher or missing DLL issues if needed&lt;br /&gt;
| &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Complete the Tutorial&lt;br /&gt;
| This guide&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Try Single Play against NPCs&lt;br /&gt;
| This guide&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Start Guardian Mode&lt;br /&gt;
| This guide&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn what STR, STA, DEX and WIL do&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Start with a STR / DEX damage build&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn Quick Slot Items and Buff Items&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn what skill effects do during gameplay&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn useful ingame commands&lt;br /&gt;
| &#039;&#039;&#039;[[Commands]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn Enchanting before using rare materials&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Ask the community for help if confused&lt;br /&gt;
| Discord / in-game community&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community and Help ==&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to ask other players for help.&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis can feel confusing at the beginning, especially when it comes to progression, items, stats, builds, commands and what to do first.&lt;br /&gt;
&lt;br /&gt;
Asking questions in Discord or in game can help you avoid common mistakes and understand the game faster.&lt;br /&gt;
&lt;br /&gt;
Most experienced players would rather answer beginner questions than see new players quit because the game feels overwhelming.&lt;br /&gt;
&lt;br /&gt;
== Final Tips ==&lt;br /&gt;
&lt;br /&gt;
If you are completely new, do not rush.&lt;br /&gt;
&lt;br /&gt;
Start with the Tutorial, practice in Single Play, focus on Guardian Mode, learn the core systems step by step, and ask the community for help when needed.&lt;br /&gt;
&lt;br /&gt;
A good early goal is not to build the perfect character immediately. It is to understand how the game works and avoid wasting important resources too early.&lt;br /&gt;
&lt;br /&gt;
For most beginners, a simple &#039;&#039;&#039;STR / DEX damage build&#039;&#039;&#039; is a good starting point because it is easier to play and useful in Guardian Mode.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039; – explains how to install and start the game.&lt;br /&gt;
* &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039; – explains common errors and fixes.&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains attributes, secondary stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item systems.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Commands]]&#039;&#039;&#039; – lists useful ingame chat commands.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Items&amp;diff=273</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Items&amp;diff=273"/>
		<updated>2026-05-05T21:55:46Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Items are objects that players can buy, own, use, consume or manage in FT.&lt;br /&gt;
&lt;br /&gt;
This page focuses on the player-facing item systems, especially:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quick Slot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clublogo&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Balls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page does not try to be a complete shop database. Prices, temporary availability, event items and shop changes should be checked in game.&lt;br /&gt;
&lt;br /&gt;
Costume and equipment pieces such as clothing, rackets, shoes, gloves and accessories should be documented separately on a &#039;&#039;&#039;Costume / Equipment&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Housing should be documented separately on a &#039;&#039;&#039;Housing&#039;&#039;&#039; page, because it is a progression system with houses, furniture, Housing Points and Gold / EXP bonuses.&lt;br /&gt;
&lt;br /&gt;
For stats such as STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For gameplay effects triggered by items, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For equipment improvement, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Item Terminology ==&lt;br /&gt;
&lt;br /&gt;
FT uses items in several different ways. Some items are consumed, some are time-limited, some are equipped, and some trigger gameplay effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
| An object the player can own, buy, use, equip or consume&lt;br /&gt;
| Fireball, Quick Slot Changer, Ball items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Product&#039;&#039;&#039;&lt;br /&gt;
| A shop entry that can contain one or more items&lt;br /&gt;
| Item bundles, Quick Slot sets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
| The item group used by the shop or game data&lt;br /&gt;
| QUICK, SPECIAL, TOOL, BALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Item&#039;&#039;&#039;&lt;br /&gt;
| An item that can be equipped into a Quick Slot and activated during gameplay&lt;br /&gt;
| Fireball, Meteor, Healing, Item Bash&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill Effect&#039;&#039;&#039;&lt;br /&gt;
| The gameplay effect triggered when an item is used&lt;br /&gt;
| Fireball attack, Healing effect, Damage Increase buff&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Count / Charges&#039;&#039;&#039;&lt;br /&gt;
| Number of uses available for an item&lt;br /&gt;
| Using Fireball consumes one charge&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Waiting time before an item or effect can be used again&lt;br /&gt;
| Battle Mode Cooltime, Guardian Mode Cooltime&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| How long an effect stays active&lt;br /&gt;
| Buff duration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A clear way to describe many FT items is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The item is what you buy, equip and manage. The effect is what happens during gameplay when you use it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball&#039;&#039;&#039; is a Quick Slot item, but using it triggers a Fireball attack effect.&lt;br /&gt;
&lt;br /&gt;
== Item Categories ==&lt;br /&gt;
&lt;br /&gt;
The game data contains several item categories. For the wiki, these should be separated by player-facing purpose.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Meaning&lt;br /&gt;
! Recommended wiki usage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SPECIAL&#039;&#039;&#039;&lt;br /&gt;
| Special utility or convenience items&lt;br /&gt;
| This page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;QUICK&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot items&lt;br /&gt;
| This page and &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TOOL&#039;&#039;&#039;&lt;br /&gt;
| Utility tools&lt;br /&gt;
| This page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;BALL&#039;&#039;&#039;&lt;br /&gt;
| Ball items&lt;br /&gt;
| This page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ENCHANT&#039;&#039;&#039;&lt;br /&gt;
| Enchantment materials&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;PARTS&#039;&#039;&#039;&lt;br /&gt;
| Costume / equipment parts&lt;br /&gt;
| Costume / Equipment page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOUSE&#039;&#039;&#039;&lt;br /&gt;
| House items&lt;br /&gt;
| Housing page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HOUSE_DECO&#039;&#039;&#039;&lt;br /&gt;
| Housing decoration items&lt;br /&gt;
| Housing page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MATERIAL&#039;&#039;&#039;&lt;br /&gt;
| Materials&lt;br /&gt;
| Material / Crafting page if needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;RECIPE&#039;&#039;&#039;&lt;br /&gt;
| Recipes&lt;br /&gt;
| Recipe / Crafting page if needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SKILL&#039;&#039;&#039;&lt;br /&gt;
| Skill-related item category in the data&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; page if needed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This page should focus on item usage and item systems. It should not try to document every internal item category in detail.&lt;br /&gt;
&lt;br /&gt;
== Item Use Types ==&lt;br /&gt;
&lt;br /&gt;
Items can have different use types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Use Type&lt;br /&gt;
! Meaning&lt;br /&gt;
! Example usage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Count&#039;&#039;&#039;&lt;br /&gt;
| The item has a limited number of uses or charges&lt;br /&gt;
| Quick Slot items, Megaphone, Quick Slot Changer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Time&#039;&#039;&#039;&lt;br /&gt;
| The item is active for a limited time period&lt;br /&gt;
| Time-limited tools or special items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Durable&#039;&#039;&#039;&lt;br /&gt;
| The item is consumed through repeated use or has durability-style usage&lt;br /&gt;
| Reward rings, ball items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Instant&#039;&#039;&#039;&lt;br /&gt;
| The item is used immediately&lt;br /&gt;
| Stat reset, inventory expansion, nickname change&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shop Products and Availability ==&lt;br /&gt;
&lt;br /&gt;
A shop product can contain one or more items.&lt;br /&gt;
&lt;br /&gt;
Most simple products contain one item, but some products can contain several items as a bundle or set.&lt;br /&gt;
&lt;br /&gt;
Some products exist in the data but may be disabled, event-only, promotional or not normally available.&lt;br /&gt;
&lt;br /&gt;
Because of this, the wiki should avoid treating every data entry as a currently available shop item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Use the in-game shop as the source for current availability and prices.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Items ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items are usable items that can be equipped into Quick Slots and activated during gameplay.&lt;br /&gt;
&lt;br /&gt;
They are commonly used for:&lt;br /&gt;
&lt;br /&gt;
* Attacks&lt;br /&gt;
* Healing&lt;br /&gt;
* Defense&lt;br /&gt;
* Support&lt;br /&gt;
* Control&lt;br /&gt;
* Temporary buffs&lt;br /&gt;
&lt;br /&gt;
In the current data structure, Quick Slot equipment contains five slots:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slot 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slot 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slot 3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slot 4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slot 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a Quick Slot item is used, its item count is reduced by 1.&lt;br /&gt;
&lt;br /&gt;
If the count reaches 0, the item is removed from the pocket / inventory and also removed from the equipped Quick Slot.&lt;br /&gt;
&lt;br /&gt;
This means Quick Slot items are usually limited-use items.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Items and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items and skills are connected, but they are not exactly the same thing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Side&lt;br /&gt;
! Meaning&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item side&#039;&#039;&#039;&lt;br /&gt;
| What the player buys, equips, manages and consumes&lt;br /&gt;
| Fireball item with Count and Cooltime&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gameplay effect side&#039;&#039;&#039;&lt;br /&gt;
| What happens during the match when used&lt;br /&gt;
| Fireball attack effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For item details, use this page.&lt;br /&gt;
&lt;br /&gt;
For gameplay usage, synergies and effect roles, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Tooltip Information ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot item tooltips can show several important fields.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tooltip field&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Count&#039;&#039;&#039;&lt;br /&gt;
| Number of uses or charges received&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
| Element of the effect, if any&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battle Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Cooldown time in Battle Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Cooldown time in Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| How long a buff or effect stays active&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| Short explanation of what the item does&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Synergistic&#039;&#039;&#039;&lt;br /&gt;
| Buff or support effect attached to the item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game uses the term &#039;&#039;&#039;Cooltime&#039;&#039;&#039; for cooldown time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooltime&#039;&#039;&#039; means how long you must wait before using the item again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039; means how long the item effect stays active.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Item Types ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items can be grouped by their main gameplay purpose.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Purpose&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
| Deals damage or applies offensive pressure&lt;br /&gt;
| Fireball, Meteor, Blizzard, Homing Soul, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile Pressure&#039;&#039;&#039;&lt;br /&gt;
| Uses projectile-based pressure or multiple shots&lt;br /&gt;
| Meteor, Homing Soul, Blizzard&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Control / Trap&#039;&#039;&#039;&lt;br /&gt;
| Controls space or punishes movement&lt;br /&gt;
| Magic Circle, Crab trap, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
| Disrupts, disables or transforms opponents&lt;br /&gt;
| Flash Bomb, Polymorph, Minimum, Kiss of Medusa&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| Protects the player or reduces pressure&lt;br /&gt;
| Holy Shield, Area Shield&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
| Restores strength or heals players&lt;br /&gt;
| Potions, Healing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
| Helps teammates or changes match state&lt;br /&gt;
| Rebirth, Sandglass&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff&#039;&#039;&#039;&lt;br /&gt;
| Temporarily improves damage, projectiles, movement, defense or ball behavior&lt;br /&gt;
| Item Bash, Blessed Aim, Defensive Auras, Frenzy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Quick Slot Item List ==&lt;br /&gt;
&lt;br /&gt;
The following list contains common Quick Slot items. It is not meant to be a complete availability or shop-price list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Type&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holy Shield&#039;&#039;&#039;&lt;br /&gt;
| Defense&lt;br /&gt;
| Defensive protection item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebirth&#039;&#039;&#039;&lt;br /&gt;
| Support&lt;br /&gt;
| Revives a teammate&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Medium Potion&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Restores strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Large Potion&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Restores strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Potion&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Restores strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| Attack / Projectile&lt;br /&gt;
| Strong projectile pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
| Attack / Projectile&lt;br /&gt;
| Tracking pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Attack&lt;br /&gt;
| Simple direct attack item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polymorph&#039;&#039;&#039;&lt;br /&gt;
| Control&lt;br /&gt;
| Transformation / disruption&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum&#039;&#039;&#039;&lt;br /&gt;
| Control&lt;br /&gt;
| Disruption effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flash Bomb&#039;&#039;&#039;&lt;br /&gt;
| Control&lt;br /&gt;
| Blind / disruption&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crab trap&#039;&#039;&#039;&lt;br /&gt;
| Trap / Control&lt;br /&gt;
| Trap effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blizzard&#039;&#039;&#039;&lt;br /&gt;
| Attack / Pressure&lt;br /&gt;
| Random pressure and disruption&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Area Control&lt;br /&gt;
| Creates magic circle effects on the court&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiss of Medusa&#039;&#039;&#039;&lt;br /&gt;
| Control&lt;br /&gt;
| Transformation / disable effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Healing effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Shield&#039;&#039;&#039;&lt;br /&gt;
| Defense&lt;br /&gt;
| Defensive shield effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
| Attack / Area&lt;br /&gt;
| Area damage pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sandglass&#039;&#039;&#039;&lt;br /&gt;
| Utility&lt;br /&gt;
| Time-related utility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases item damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases damage resistance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Adds an additional projectile&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases ball damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases ball speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases Chargeshot Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases movement speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Buff&lt;br /&gt;
| Increases ball spin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special, Event or Disabled Quick Slot Products ==&lt;br /&gt;
&lt;br /&gt;
The game data may contain additional Quick Slot products that are disabled, promotional, event-only, special or bundle-related.&lt;br /&gt;
&lt;br /&gt;
These should not be treated as normal beginner items unless their current in-game availability is confirmed.&lt;br /&gt;
&lt;br /&gt;
Examples can include special versions, promo items, bundles or unused entries.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Expansion and Slot Management ==&lt;br /&gt;
&lt;br /&gt;
Some Special items interact with Quick Slots.&lt;br /&gt;
&lt;br /&gt;
=== Quick Slot Changer ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Slot Changer&#039;&#039;&#039; is a Special item that can switch the order of Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
This is useful for managing Quick Slot setups.&lt;br /&gt;
&lt;br /&gt;
== Buff Items and Synergistic Effects ==&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot items are not classic attack, defense or recovery items.&lt;br /&gt;
&lt;br /&gt;
Instead, they are &#039;&#039;&#039;Buff Items&#039;&#039;&#039; with &#039;&#039;&#039;Synergistic Effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These effects temporarily improve another gameplay mechanic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Synergistic effect&lt;br /&gt;
! Gameplay meaning&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Damage Increase&lt;br /&gt;
| Increases item damage&lt;br /&gt;
| Item damage / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Defense Increase&lt;br /&gt;
| Increases damage resistance&lt;br /&gt;
| Defense / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Projectile +1&lt;br /&gt;
| Adds an additional projectile&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Ball Damage Increase&lt;br /&gt;
| Increases ball damage&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Ball Speed Up&lt;br /&gt;
| Increases ball speed&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Chargeshot Speed Up&lt;br /&gt;
| Increases Chargeshot Speed&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stat]]&#039;&#039;&#039; / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Movement Speed Up&lt;br /&gt;
| Increases movement speed&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Ball Spin Increase&lt;br /&gt;
| Increases ball spin&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These are item effects. They can be related to stats, but they are not attributes themselves.&lt;br /&gt;
&lt;br /&gt;
== Buff Timing ==&lt;br /&gt;
&lt;br /&gt;
Buff Items usually work best when activated shortly before the action they are meant to support.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
# Use &#039;&#039;&#039;Item Bash&#039;&#039;&#039;.&lt;br /&gt;
# Then use an attack item such as Fireball, Meteor or Homing Soul.&lt;br /&gt;
# The attack benefits from the damage buff while the effect is active.&lt;br /&gt;
&lt;br /&gt;
Some buffs have a duration and a cooltime.&lt;br /&gt;
&lt;br /&gt;
If the duration is longer than the cooltime, players may be able to overlap multiple buff effects when using the correct slot setup.&lt;br /&gt;
&lt;br /&gt;
For deeper gameplay usage and synergy examples, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Special Items ==&lt;br /&gt;
&lt;br /&gt;
Special items provide utility, convenience or account/character-related effects.&lt;br /&gt;
&lt;br /&gt;
Common Special item types include:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item type&lt;br /&gt;
! Purpose&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stat reset&#039;&#039;&#039;&lt;br /&gt;
| Resets assigned stats&lt;br /&gt;
| Wing of Memory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communication&#039;&#039;&#039;&lt;br /&gt;
| Sends server-wide or expanded messages&lt;br /&gt;
| Megaphone, Speaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pocket expansion&#039;&#039;&#039;&lt;br /&gt;
| Expands pocket / inventory capacity&lt;br /&gt;
| Trunk items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot management&#039;&#039;&#039;&lt;br /&gt;
| Changes Quick Slot item order&lt;br /&gt;
| Quick Slot Changer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nickname change&#039;&#039;&#039;&lt;br /&gt;
| Changes character nickname&lt;br /&gt;
| Nickname Changer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Social / proposal items&#039;&#039;&#039;&lt;br /&gt;
| Used for social systems&lt;br /&gt;
| Rose Card, Diamond Ring Card&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools are utility items used for systems such as fishing or collecting.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Fishing rods&lt;br /&gt;
* Baskets&lt;br /&gt;
&lt;br /&gt;
Tool details, prices and availability should be checked in game, especially if the shop changes.&lt;br /&gt;
&lt;br /&gt;
== Balls ==&lt;br /&gt;
&lt;br /&gt;
Balls are items related to the ball used in gameplay or cosmetics.&lt;br /&gt;
&lt;br /&gt;
Ball products may exist in different versions, and availability can depend on the current shop configuration.&lt;br /&gt;
&lt;br /&gt;
== House Items ==&lt;br /&gt;
&lt;br /&gt;
House items are part of the broader item system, but Housing should be documented on a dedicated &#039;&#039;&#039;Housing&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Housing is not mainly about item usage like Quick Slot items, Tools or Balls. It is a progression system based on houses, furniture, Housing Points and Gold / EXP bonuses.&lt;br /&gt;
&lt;br /&gt;
For beginner progression tips, see the &#039;&#039;&#039;[[Beginner&#039;s Guide#Tips for Guardian|Tips for Guardian]]&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
For detailed information about houses, furniture, Housing Points and bonuses, see the &#039;&#039;&#039;[[Housing|Housing]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Items and Stats ==&lt;br /&gt;
&lt;br /&gt;
Items can interact with stats in different ways.&lt;br /&gt;
&lt;br /&gt;
Some items trigger temporary effects that are related to a gameplay area.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item effect&lt;br /&gt;
! Example item&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Increase&#039;&#039;&#039;&lt;br /&gt;
| Item Bash&lt;br /&gt;
| Item damage / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Increase&#039;&#039;&#039;&lt;br /&gt;
| Defensive Auras&lt;br /&gt;
| Defense / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile +1&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Bust of speed&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage Increase&#039;&#039;&#039;&lt;br /&gt;
| Power Strike&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin Increase&#039;&#039;&#039;&lt;br /&gt;
| Top Spin&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Speed Ball&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Frenzy&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stat]]&#039;&#039;&#039; / item effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These item effects can be related to stats, but they should not be described as attributes themselves.&lt;br /&gt;
&lt;br /&gt;
== Items and Enchantment ==&lt;br /&gt;
&lt;br /&gt;
Enchantment materials are part of the item system, but should be documented mainly on the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Tablets&lt;br /&gt;
* Elemental Stones&lt;br /&gt;
* Jewels&lt;br /&gt;
&lt;br /&gt;
For full enchantment logic, Jewel usage, Elemental Stones and enchant levels, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Items and Skills ==&lt;br /&gt;
&lt;br /&gt;
Items and Skills are closely connected in FT.&lt;br /&gt;
&lt;br /&gt;
Many gameplay skills or ability-like effects are triggered through items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Example&lt;br /&gt;
! Item side&lt;br /&gt;
! Skill / effect side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot item with Count and Cooltime&lt;br /&gt;
| Fire attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot item with Count and Cooltime&lt;br /&gt;
| Recovery effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Buff item&lt;br /&gt;
| Damage Increase effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;Items&#039;&#039;&#039; page for item management.&lt;br /&gt;
&lt;br /&gt;
Use the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page for gameplay effect usage, timing, roles and synergies.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better explanation&lt;br /&gt;
|-&lt;br /&gt;
| Calling every Quick Slot product normally available&lt;br /&gt;
| Some products are disabled, promo-only, event-only or bundle-only&lt;br /&gt;
|-&lt;br /&gt;
| Treating Count and Cooltime as stat values&lt;br /&gt;
| They belong to item usage and item management&lt;br /&gt;
|-&lt;br /&gt;
| Confusing item and effect&lt;br /&gt;
| The item is managed in inventory; the effect happens in gameplay&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Costume equipment into this page&lt;br /&gt;
| Costume / Equipment should have its own page&lt;br /&gt;
|-&lt;br /&gt;
| Calling Buff Items attributes&lt;br /&gt;
| Buff Items create temporary item effects; they are not STR, STA, DEX or WIL&lt;br /&gt;
|-&lt;br /&gt;
| Assuming disabled shop entries are available&lt;br /&gt;
| Availability should be confirmed in game&lt;br /&gt;
|-&lt;br /&gt;
| Explaining Housing in detail here&lt;br /&gt;
| Housing should have its own page&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki consistent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Main page&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item tab objects&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Special, Quick Slot, Tools, Balls&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot item list&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Item names, Count, Cooltime and category&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gameplay effects&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
| What the effect does during a match&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats and formulas&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX, WIL and Secondary Stats&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Costume and equipment&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Costume / Equipment&#039;&#039;&#039;&lt;br /&gt;
| Clothing, rackets, shoes, gloves, accessories&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant materials and upgrade logic&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
| Tablets, Elemental Stones, Jewels and levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing and decoration&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039;&lt;br /&gt;
| Houses, furniture and housing bonuses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains gameplay effects, usage, timing and synergies.&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and equipment improvement.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and possible rewards.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Skills&amp;diff=272</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Skills&amp;diff=272"/>
		<updated>2026-05-05T18:40:19Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Skills in Fantasy Tennis describe gameplay effects that are activated during a match.&lt;br /&gt;
&lt;br /&gt;
FT does not use a classic skill tree like many other games. Many skill-like effects are accessed through items, Quick Slot items, Buff items or special shot systems.&lt;br /&gt;
&lt;br /&gt;
The important difference is:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item side&#039;&#039;&#039; – what the player buys, owns, equips, consumes or manages.&lt;br /&gt;
* &#039;&#039;&#039;Gameplay effect side&#039;&#039;&#039; – what happens during the match when the item or action is used.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball&#039;&#039;&#039; can be managed as a Quick Slot item, but when used during a match it triggers a Fireball attack effect.&lt;br /&gt;
&lt;br /&gt;
This page focuses on the &#039;&#039;&#039;gameplay effect side&#039;&#039;&#039;: what these effects do, how they are used, which gameplay role they have, and which stats or buffs can support them.&lt;br /&gt;
&lt;br /&gt;
For item categories, Count, Cooltime, Duration, availability and Quick Slot management, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For STR, STA, DEX, WIL and Secondary Stats, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Purpose of This Page ==&lt;br /&gt;
&lt;br /&gt;
This page is not meant to be a complete item database.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Items&#039;&#039;&#039; page explains what players buy, equip, manage and consume.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Skills&#039;&#039;&#039; page explains what the activated effects do during gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Page&lt;br /&gt;
! Main focus&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039;&lt;br /&gt;
| Item category, Count, Cooltime, Duration, Quick Slot setup and item management&lt;br /&gt;
| Fireball as an item, Item Bash as a Buff Item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Gameplay effect, role, usage, synergy and counterplay&lt;br /&gt;
| Fireball as an attack effect, Item Bash as a damage buff effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039;&lt;br /&gt;
| Numerical values and formulas&lt;br /&gt;
| STR, STA, DEX, WIL, Secondary Stats&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot products may be unavailable, disabled, event-only, promo-only or part of special bundles. Availability should be documented on the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
This page focuses on common and important gameplay effects.&lt;br /&gt;
&lt;br /&gt;
== How Skills Work in FT ==&lt;br /&gt;
&lt;br /&gt;
Many skill-like effects in FT follow this basic flow:&lt;br /&gt;
&lt;br /&gt;
# The player owns or buys an item.&lt;br /&gt;
# The item can be equipped or placed into a usable slot.&lt;br /&gt;
# The player activates it during gameplay.&lt;br /&gt;
# The item triggers a gameplay effect.&lt;br /&gt;
# The effect applies damage, healing, control, protection, support or a temporary buff.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Concept&lt;br /&gt;
! Meaning&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
| The object bought, owned, equipped or consumed by the player&lt;br /&gt;
| Fireball item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot&#039;&#039;&#039;&lt;br /&gt;
| A slot used to activate certain items during gameplay&lt;br /&gt;
| Action-key slot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Count / Charges&#039;&#039;&#039;&lt;br /&gt;
| The number of uses available for an item&lt;br /&gt;
| Using Fireball consumes one charge&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill Effect&#039;&#039;&#039;&lt;br /&gt;
| The gameplay effect triggered during a match&lt;br /&gt;
| Fireball attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A clear way to describe this is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball is a Quick Slot item that triggers a Fireball attack effect when used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skill Effect Properties ==&lt;br /&gt;
&lt;br /&gt;
Skill effects can have different gameplay properties.&lt;br /&gt;
&lt;br /&gt;
These properties explain how the effect behaves during a match.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Meaning&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
| The elemental type of the effect&lt;br /&gt;
| Fire, Wind, Earth, Water or None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shot Count&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles or effect instances&lt;br /&gt;
| Some effects can gain additional shots from DEX&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| Base damage or healing value&lt;br /&gt;
| Negative values in data usually represent damage effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Rate&#039;&#039;&#039;&lt;br /&gt;
| Scaling or rate value used by the effect&lt;br /&gt;
| Depends on the effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Targeting&#039;&#039;&#039;&lt;br /&gt;
| Defines how the effect chooses or applies to targets&lt;br /&gt;
| Single target, area, self, ally or special behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Radius&#039;&#039;&#039;&lt;br /&gt;
| Area range of the effect&lt;br /&gt;
| Important for range heal, range shield or area effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooldown / Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Waiting time before the effect can be used again&lt;br /&gt;
| Item usage details are explained on the Items page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian Cooldown&#039;&#039;&#039;&lt;br /&gt;
| Cooldown used in Guardian Mode&lt;br /&gt;
| Can differ from normal Battle cooldown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This page explains these properties from a gameplay perspective. For item Count, Cooltime, Duration and shop availability, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Skill Effect Types ==&lt;br /&gt;
&lt;br /&gt;
Skill effects can be grouped by their gameplay role.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Purpose&lt;br /&gt;
! Common examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
| Deals damage or applies offensive pressure&lt;br /&gt;
| Fireball, Meteor, Blizzard, Homing Soul, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile Pressure&#039;&#039;&#039;&lt;br /&gt;
| Uses multiple shots or tracking pressure&lt;br /&gt;
| Meteor variants, Homing Soul, Blizzard&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Control / Trap&#039;&#039;&#039;&lt;br /&gt;
| Controls space, creates zones or punishes movement&lt;br /&gt;
| Magic Circle, Crap trap, Inferno&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
| Disrupts, disables or transforms opponents&lt;br /&gt;
| Flash Bomb, Kiss of Medusa, Polymorph, Minimum&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| Protects the player or reduces incoming pressure&lt;br /&gt;
| Area Shield, Holy Shield&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
| Restores strength or heals players&lt;br /&gt;
| Potion effects, Healing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
| Helps teammates or changes the match state&lt;br /&gt;
| Rebirth, Sandglass&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff&#039;&#039;&#039;&lt;br /&gt;
| Temporarily improves damage, projectiles, movement, defense or ball behavior&lt;br /&gt;
| Item Bash, Blessed Aim, Defensive Auras, Frenzy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The examples above are common gameplay examples, not a full list of every possible Quick Slot product.&lt;br /&gt;
&lt;br /&gt;
== Attack Effects ==&lt;br /&gt;
&lt;br /&gt;
Attack effects are used to damage opponents, force reactions or create offensive pressure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Element&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Works well with&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Direct attack pressure&lt;br /&gt;
| Item Bash, STR-related offensive setups&lt;br /&gt;
| Simple and easy to understand&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Burst / projectile pressure&lt;br /&gt;
| Item Bash, Blessed Aim, DEX projectile setups&lt;br /&gt;
| Strong, but timing matters&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Meteor&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Faster projectile pressure&lt;br /&gt;
| Item Bash, Blessed Aim, DEX projectile setups&lt;br /&gt;
| Useful for pressure-based setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Area damage pressure&lt;br /&gt;
| Item Bash&lt;br /&gt;
| Useful when enemies stay grouped or near the effect area&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blizzard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| Random pressure and disruption&lt;br /&gt;
| Item Bash&lt;br /&gt;
| Can be strong, but less predictable&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| Tracking pressure&lt;br /&gt;
| Item Bash, Blessed Aim, DEX projectile setups&lt;br /&gt;
| Useful because it pressures moving targets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Attack effects are usually easier for beginners than specialized control or utility effects because their purpose is clear: use them to deal damage or create pressure.&lt;br /&gt;
&lt;br /&gt;
== Projectile Effects and DEX ==&lt;br /&gt;
&lt;br /&gt;
Some projectile-based effects can benefit from &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
According to the game logic, specific projectile effects can gain additional shots at certain DEX values.&lt;br /&gt;
&lt;br /&gt;
This applies to effects such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Meteor variants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Additional shots&lt;br /&gt;
|-&lt;br /&gt;
| 0–29&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 30–39&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 40–49&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 50–59&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 60+&lt;br /&gt;
| +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is one reason why &#039;&#039;&#039;60 DEX&#039;&#039;&#039; can be an important breakpoint for damage or projectile-focused setups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This does not mean that DEX increases the shot count of every skill effect. It applies to specific projectile effects.&lt;br /&gt;
&lt;br /&gt;
For more information about DEX and other attributes, see the &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; section on the Stats page.&lt;br /&gt;
&lt;br /&gt;
== Area Control and Trap Effects ==&lt;br /&gt;
&lt;br /&gt;
Area control and trap effects are used to control court space, punish movement or force opponents into bad positions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Element&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Best used for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| Area control&lt;br /&gt;
| Controlling court space and forcing movement&lt;br /&gt;
| More useful when you understand positioning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crap trap&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| Trap&lt;br /&gt;
| Punishing movement and controlling paths&lt;br /&gt;
| Requires prediction and placement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Area damage&lt;br /&gt;
| Punishing grouped enemies or area movement&lt;br /&gt;
| Easier when enemies stay near the effect area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Area control effects are usually stronger when the player understands positioning, opponent movement and timing.&lt;br /&gt;
&lt;br /&gt;
== Control Effects ==&lt;br /&gt;
&lt;br /&gt;
Control effects are used to disrupt, disable or transform opponents.&lt;br /&gt;
&lt;br /&gt;
They are often strongest when followed up with pressure or damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Element&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Best used for&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flash Bomb&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Blind / disruption&lt;br /&gt;
| Interrupting opponents and creating confusion&lt;br /&gt;
| Timing is important&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiss of Medusa&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| Disable / transformation&lt;br /&gt;
| Stopping a target for follow-up pressure&lt;br /&gt;
| Strong but situational&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polymorph&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Transformation&lt;br /&gt;
| Disrupting an opponent&lt;br /&gt;
| Useful when timed during pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Disruption&lt;br /&gt;
| Weakening or disrupting opponents&lt;br /&gt;
| More situational&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Control effects are often better in coordinated play than when used randomly.&lt;br /&gt;
&lt;br /&gt;
== Defense Effects ==&lt;br /&gt;
&lt;br /&gt;
Defense effects help players survive pressure, block dangerous effects or reduce incoming damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Best used for&lt;br /&gt;
! Works well with&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Shield&#039;&#039;&#039;&lt;br /&gt;
| Protection&lt;br /&gt;
| Surviving incoming pressure&lt;br /&gt;
| Defensive Auras, STA-related setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holy Shield&#039;&#039;&#039;&lt;br /&gt;
| Protection / item counter&lt;br /&gt;
| Reducing or blocking enemy item pressure&lt;br /&gt;
| Defensive Auras, support play&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Defense effects are useful when opponents rely heavily on attack or control effects.&lt;br /&gt;
&lt;br /&gt;
== Recovery and Support Effects ==&lt;br /&gt;
&lt;br /&gt;
Recovery and support effects help the player or team stay active during gameplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Gameplay role&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion effects&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Restore strength&lt;br /&gt;
| Easy to understand and useful&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Recovery&lt;br /&gt;
| Heals the user or nearby players&lt;br /&gt;
| Useful in longer fights&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range Heal&#039;&#039;&#039;&lt;br /&gt;
| Recovery / Team support&lt;br /&gt;
| Heals allies in an area&lt;br /&gt;
| Stronger in team play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebirth&#039;&#039;&#039;&lt;br /&gt;
| Support&lt;br /&gt;
| Revives a teammate with limited strength&lt;br /&gt;
| Strong in team play&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sandglass&#039;&#039;&#039;&lt;br /&gt;
| Utility&lt;br /&gt;
| Delays or affects the time limit&lt;br /&gt;
| Situational&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Support effects can be very valuable, but beginners should first understand when their team actually needs them.&lt;br /&gt;
&lt;br /&gt;
== Buff Effects ==&lt;br /&gt;
&lt;br /&gt;
Buff effects temporarily improve another gameplay mechanic.&lt;br /&gt;
&lt;br /&gt;
They usually do not directly attack an opponent. Instead, they support other effects, attacks or playstyles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Buff effect&lt;br /&gt;
! Supports&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Damage Increase&lt;br /&gt;
| Attack effects such as Fireball, Meteor, Blizzard and Homing Soul&lt;br /&gt;
| STR-related offensive setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Projectile +1&lt;br /&gt;
| Projectile-based effects&lt;br /&gt;
| DEX-related projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Defense Increase&lt;br /&gt;
| Defensive and survival setups&lt;br /&gt;
| STA-related survivability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Chargeshot Speed Up&lt;br /&gt;
| Charge-based gameplay&lt;br /&gt;
| Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Ball Spin Increase&lt;br /&gt;
| Ball behavior setups&lt;br /&gt;
| WIL-related ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Ball Damage Increase&lt;br /&gt;
| Ball damage setups&lt;br /&gt;
| WIL-related ball damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Ball Speed Up&lt;br /&gt;
| Ball speed pressure&lt;br /&gt;
| STR-related ball speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Movement Speed Up&lt;br /&gt;
| Mobility and positioning&lt;br /&gt;
| DEX-related movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Buff effects are strongest when they are used shortly before the action they are meant to support.&lt;br /&gt;
&lt;br /&gt;
For Buff Slot Expansion, Cooltime and Duration, see the &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Buff Items]]&#039;&#039;&#039; section on the Items page.&lt;br /&gt;
&lt;br /&gt;
== Range Buff Effects ==&lt;br /&gt;
&lt;br /&gt;
Some buff effects can also exist as range or team-oriented versions.&lt;br /&gt;
&lt;br /&gt;
These effects can support nearby allies instead of only affecting the user.&lt;br /&gt;
&lt;br /&gt;
Examples include range versions of:&lt;br /&gt;
&lt;br /&gt;
* Damage Increase&lt;br /&gt;
* Defense Increase&lt;br /&gt;
* Projectile Speed Increase&lt;br /&gt;
* Ball Damage Increase&lt;br /&gt;
* Ball Speed / Strength Increase&lt;br /&gt;
* Chargeshot Speed Increase&lt;br /&gt;
* Movement Speed Increase&lt;br /&gt;
* Ball Spin Increase&lt;br /&gt;
&lt;br /&gt;
Range buffs are usually more valuable in team play than in solo situations.&lt;br /&gt;
&lt;br /&gt;
== Skill Synergies ==&lt;br /&gt;
&lt;br /&gt;
Some effects work better together than alone.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Useful combination&lt;br /&gt;
! Why it works&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High item damage&#039;&#039;&#039;&lt;br /&gt;
| Item Bash + Fireball / Meteor / Blizzard / Homing Soul&lt;br /&gt;
| Item Bash increases item damage before using attack effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile pressure&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim + Meteor / Homing Soul&lt;br /&gt;
| Adds projectile pressure and can combine well with DEX setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivability&#039;&#039;&#039;&lt;br /&gt;
| Defensive Auras + Area Shield / Holy Shield / Healing&lt;br /&gt;
| Combines damage resistance with defensive or recovery effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball pressure&#039;&#039;&#039;&lt;br /&gt;
| Speed Ball / Top Spin / Power Strike&lt;br /&gt;
| Improves ball speed, spin or ball damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Control follow-up&#039;&#039;&#039;&lt;br /&gt;
| Kiss of Medusa / Polymorph + attack effects&lt;br /&gt;
| Control effects can create openings for damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Team sustain&#039;&#039;&#039;&lt;br /&gt;
| Range Heal + defensive effects&lt;br /&gt;
| Helps keep teammates active during longer fights&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Buffs should usually be activated shortly before the attack, defense or support effect they are meant to improve.&lt;br /&gt;
&lt;br /&gt;
== Elements and Skill Effects ==&lt;br /&gt;
&lt;br /&gt;
Some skill effects have an element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example effects&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Inferno&lt;br /&gt;
| Fire-based attack effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Magic Circle, Homing Soul&lt;br /&gt;
| Wind-based attack or area-control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crap trap, Kiss of Medusa&lt;br /&gt;
| Earth-based trap or control effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Water-based attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
| Healing, shields, utility effects and many buff effects&lt;br /&gt;
| Effects without an elemental type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elements can interact with elemental attack, elemental defense and element reactions.&lt;br /&gt;
&lt;br /&gt;
For more information, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Racket Special Shots ==&lt;br /&gt;
&lt;br /&gt;
Not all skill-like effects come from Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
Some gameplay effects are connected to racket offensive or defensive special shots.&lt;br /&gt;
&lt;br /&gt;
These should be documented separately from Quick Slot effects where needed.&lt;br /&gt;
&lt;br /&gt;
Examples of special shot categories include:&lt;br /&gt;
&lt;br /&gt;
* Offensive special shots&lt;br /&gt;
* Defensive special shots&lt;br /&gt;
* Guardian-related shots&lt;br /&gt;
* Special ball-hit actions&lt;br /&gt;
&lt;br /&gt;
A useful structure is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! What it means&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Item&#039;&#039;&#039;&lt;br /&gt;
| Item from the Item tab that triggers an effect&lt;br /&gt;
| Fireball, Meteor, Blizzard&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Item&#039;&#039;&#039;&lt;br /&gt;
| Item that temporarily improves gameplay&lt;br /&gt;
| Item Bash, Blessed Aim, Frenzy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Racket Special Shot&#039;&#039;&#039;&lt;br /&gt;
| Special shot connected to racket gameplay&lt;br /&gt;
| Offensive / Defensive special shots&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This section can be expanded later with a dedicated list of racket special shots once the exact in-game names and effects are confirmed.&lt;br /&gt;
&lt;br /&gt;
== Skills and Stats ==&lt;br /&gt;
&lt;br /&gt;
Stats can affect gameplay mechanics related to skill effects, but stats are not skills.&lt;br /&gt;
&lt;br /&gt;
The four main attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Related gameplay area&lt;br /&gt;
! Example connection&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
| Offensive pressure and damage-related mechanics&lt;br /&gt;
| Item Bash supports item damage setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
| Survivability and damage reduction&lt;br /&gt;
| Defensive Auras supports defensive setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
| Movement, responsiveness and projectile behavior&lt;br /&gt;
| DEX can increase shot count for some projectile effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior and ball damage&lt;br /&gt;
| Top Spin and Power Strike support ball-based setups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For formulas, scaling and detailed stat explanations, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Recommendations ==&lt;br /&gt;
&lt;br /&gt;
New players should start with effects that are simple and easy to understand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Recommended for beginners&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Simple direct attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| Strong offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
| Useful tracking pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Easy recovery option&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Shield&#039;&#039;&#039;&lt;br /&gt;
| Helps survive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Simple damage buff for attack effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Useful for projectile-based pressure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Effects that require more timing, positioning or experience are better learned later:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Learn later&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Requires positioning and area-control understanding&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crap trap&#039;&#039;&#039;&lt;br /&gt;
| Requires prediction and placement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiss of Medusa&#039;&#039;&#039;&lt;br /&gt;
| Strong but timing-dependent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polymorph&#039;&#039;&#039;&lt;br /&gt;
| More situational and timing-based&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sandglass&#039;&#039;&#039;&lt;br /&gt;
| Situational utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Using buffs too early&lt;br /&gt;
| Use buffs shortly before the effect they should support&lt;br /&gt;
|-&lt;br /&gt;
| Using control effects randomly&lt;br /&gt;
| Use them when you can follow up with pressure or damage&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring defensive effects&lt;br /&gt;
| Defense and recovery can be important in longer fights&lt;br /&gt;
|-&lt;br /&gt;
| Only using attack effects&lt;br /&gt;
| Combine attack effects with buffs or support effects&lt;br /&gt;
|-&lt;br /&gt;
| Confusing item details with gameplay role&lt;br /&gt;
| Use the Items page for item details and this page for effect usage&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring DEX breakpoints for projectile setups&lt;br /&gt;
| Some projectile effects gain additional shots at higher DEX values&lt;br /&gt;
|-&lt;br /&gt;
| Treating every Quick Slot product as a beginner item&lt;br /&gt;
| Some items can be event-only, disabled, promotional or situational&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items, Stats and Skills ==&lt;br /&gt;
&lt;br /&gt;
The same name can appear in different contexts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Example&lt;br /&gt;
! Item side&lt;br /&gt;
! Gameplay effect side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot item with Count and Cooltime&lt;br /&gt;
| Fire attack effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot item with Count and Cooltime&lt;br /&gt;
| Recovery effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Buff item&lt;br /&gt;
| Damage Increase effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Buff item&lt;br /&gt;
| Projectile +1 effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A clear way to describe this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireball is a Quick Slot item that triggers a Fireball attack effect when used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki consistent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Main page&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats / Attributes&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX, WIL, Secondary Stats and formulas&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Items|Items]]&#039;&#039;&#039;&lt;br /&gt;
| Item category, Count, Cooltime, Duration and item management&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Item List&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Item List|Items]]&#039;&#039;&#039;&lt;br /&gt;
| More complete list of common and special Quick Slot products&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Items]]&#039;&#039;&#039;&lt;br /&gt;
| Synergistic effects, Buff Slot Expansion and timing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill effects&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;&lt;br /&gt;
| Gameplay effects triggered during a match&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
| Equipment improvement system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items, Count, Cooltime, Duration and item management.&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains STR, STA, DEX, WIL, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Beginner&#039;s Guide]]&#039;&#039;&#039; – explains the recommended starting path for new players.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=271</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=271"/>
		<updated>2026-05-05T16:20:15Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Related Item Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Stats are numerical values and bonuses that affect gameplay in JFTSE.&lt;br /&gt;
&lt;br /&gt;
The wiki separates stats into two main groups:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; – the four core character values: &#039;&#039;&#039;STR&#039;&#039;&#039;, &#039;&#039;&#039;STA&#039;&#039;&#039;, &#039;&#039;&#039;DEX&#039;&#039;&#039; and &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039; – item-based or derived numerical bonuses such as &#039;&#039;&#039;Move Speed&#039;&#039;&#039;, &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;, &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;, &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;, &#039;&#039;&#039;Ball Damage&#039;&#039;&#039; or &#039;&#039;&#039;HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stats are not items.&lt;br /&gt;
&lt;br /&gt;
Items are objects from the &#039;&#039;&#039;Item&#039;&#039;&#039; tab, such as Quick Slot items, Buff Items, Tools or Balls.&lt;br /&gt;
&lt;br /&gt;
Stats are also not the same as Costume equipment. Costume equipment can provide stats, but the equipment itself belongs to the &#039;&#039;&#039;Costume&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
== Basic Terminology ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| General numerical values or bonuses that affect gameplay&lt;br /&gt;
| STR, STA, DEX, WIL, Move Speed, Charge Speed, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| The four core character values&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Item-based or derived numerical bonuses&lt;br /&gt;
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Objects from the Item tab&lt;br /&gt;
| Quick Slot items, Buff Items, Tools, Balls&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Costume&#039;&#039;&#039;&lt;br /&gt;
| Equipment and wearable gear&lt;br /&gt;
| Clothing, rackets, shoes, gloves, accessories&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| System used to improve equipment&lt;br /&gt;
| Attribute enchants, element enchants&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Stats describe values and bonuses. Items and Costume pieces can provide stats, but they are not stats themselves.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Attributes are the four main character values:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attributes can affect ball behavior, movement, survivability, damage-related mechanics and other gameplay systems.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased through:&lt;br /&gt;
&lt;br /&gt;
* Leveling up&lt;br /&gt;
* Costume or equipment bonuses&lt;br /&gt;
* Enchantments&lt;br /&gt;
* Other stat-providing effects&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039; that can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Commonly affects&lt;br /&gt;
! Related systems&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Offensive pressure&lt;br /&gt;
| Ball speed, offensive damage-related mechanics&lt;br /&gt;
| Ball speed, item damage setups, attack pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Survivability and recovery&lt;br /&gt;
| Damage reduction, recovery, durability&lt;br /&gt;
| Defensive setups, survival-focused gameplay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Agility and responsiveness&lt;br /&gt;
| Movement, turning, charge-related gameplay, projectile behavior&lt;br /&gt;
| Mobility, projectile setups, charge-related mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior and ball pressure&lt;br /&gt;
| Ball curve, ball damage, spin-related behavior&lt;br /&gt;
| Ball damage setups, spin setups, curve-based play&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; is an Attribute related to offensive pressure.&lt;br /&gt;
&lt;br /&gt;
It can affect ball speed and offensive damage-related mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball speed.&lt;br /&gt;
* Supports offensive pressure.&lt;br /&gt;
* Can be related to item damage setups.&lt;br /&gt;
* Does not decrease ball damage.&lt;br /&gt;
* Higher STR can make curve-based ball behavior feel less noticeable because the ball travels faster and more directly.&lt;br /&gt;
&lt;br /&gt;
=== Skill Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The damage bonus from STR is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(0.35 × STR)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Bonus Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some item effects can also affect offensive gameplay. For example, &#039;&#039;&#039;Item Bash&#039;&#039;&#039; increases item damage as a buff effect, while STR is an Attribute related to offensive damage mechanics. These are related, but they are not the same system.&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; is an Attribute related to survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
It can reduce incoming damage from enemy attacks and help with recovery after being smashed or knocked down.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Reduces damage taken from enemy attacks.&lt;br /&gt;
* Reduces recovery time after being smashed or knocked down.&lt;br /&gt;
* Helps survivability-focused gameplay.&lt;br /&gt;
* Can be related to defensive item setups.&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Formula ===&lt;br /&gt;
&lt;br /&gt;
The damage reduction from STA is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(0.3 × STA)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some item effects can also support survivability. For example, &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; increases damage resistance as a buff effect, while STA is an Attribute related to survivability and damage reduction.&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; is an Attribute related to agility, responsiveness and projectile behavior.&lt;br /&gt;
&lt;br /&gt;
DEX is one of the most generally useful Attributes because movement and responsiveness matter in many situations.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Improves left-right turning.&lt;br /&gt;
* Increases movement-related performance.&lt;br /&gt;
* Can affect charge-related gameplay.&lt;br /&gt;
* Increases projectile count for some projectile-based effects.&lt;br /&gt;
* Projectile scaling is relevant up to 60 DEX.&lt;br /&gt;
* Can reduce channel time for certain actions, up to a maximum of 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; DEX can affect charge-related gameplay, but specific bonuses such as &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039; are treated as &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039; or item-based effects. They should not be described as direct DEX effects unless the exact interaction is confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Related Item Effects ===&lt;br /&gt;
&lt;br /&gt;
Some item effects are related to gameplay areas that DEX also affects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item effect&lt;br /&gt;
! Example item&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Bust of speed&lt;br /&gt;
| Related to movement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile +1&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim&lt;br /&gt;
| Related to projectile behavior&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; is an Attribute related to ball behavior and ball pressure.&lt;br /&gt;
&lt;br /&gt;
It affects ball curve, ball damage and ball-based gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball curve.&lt;br /&gt;
* Increases ball damage.&lt;br /&gt;
* Supports ball-pressure setups.&lt;br /&gt;
* Can be related to spin-based or ball-damage item effects.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The ball damage from WIL is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(0.52 × WIL))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Calculation&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 10 + floor(7.8) = 17&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 110&lt;br /&gt;
| 10 + floor(57.2)&lt;br /&gt;
| 67&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 10 + floor(70.2)&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 10 + floor(83.2)&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not a base value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guardian WIL Damage ===&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Related Item Effects ===&lt;br /&gt;
&lt;br /&gt;
Some item effects are related to ball behavior or ball damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item effect&lt;br /&gt;
! Example item&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin Increase&#039;&#039;&#039;&lt;br /&gt;
| Top Spin&lt;br /&gt;
| Related to ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage Increase&#039;&#039;&#039;&lt;br /&gt;
| Power Strike&lt;br /&gt;
| Related to ball damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are numerical bonuses that are not the four main Attributes.&lt;br /&gt;
&lt;br /&gt;
They are usually item-based or derived from other systems.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Serve&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Count&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary Stats can appear directly on items, Costume equipment or other effects.&lt;br /&gt;
&lt;br /&gt;
They can also overlap with gameplay areas affected by Attributes, but they should not be described as Attributes.&lt;br /&gt;
&lt;br /&gt;
== Attributes vs Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it is&lt;br /&gt;
! Examples&lt;br /&gt;
! Common sources&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| The four main character values&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
| Leveling, Costume/equipment bonuses, Enchant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Additional numerical bonuses or derived values&lt;br /&gt;
| Move Speed, Chargeshot Speed, Ball Damage, HP&lt;br /&gt;
| Items, Costume/equipment, buffs, other effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; DEX can affect charge-related gameplay, but &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039; from Frenzy is an item effect / Secondary Stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; WIL affects ball curve and ball damage, while &#039;&#039;&#039;Top Spin&#039;&#039;&#039; and &#039;&#039;&#039;Power Strike&#039;&#039;&#039; are item effects that affect ball spin or ball damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; STR is related to offensive damage mechanics, while &#039;&#039;&#039;Item Bash&#039;&#039;&#039; is a buff item that increases item damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats Examples ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! Meaning&lt;br /&gt;
! Related Attribute / Mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how fast the character moves&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects charge-related gameplay&lt;br /&gt;
| Charge mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects the speed of charged shots&lt;br /&gt;
| Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how fast the ball travels&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
| Affects damage dealt by the ball&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
| Affects spin or ball behavior&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Affects survivability&lt;br /&gt;
| Survivability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;&lt;br /&gt;
| Reduces incoming damage&lt;br /&gt;
| Defense / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile Count&#039;&#039;&#039;&lt;br /&gt;
| Affects the number of projectiles&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats and Items ==&lt;br /&gt;
&lt;br /&gt;
Items can provide or affect stats in different ways.&lt;br /&gt;
&lt;br /&gt;
Items from the &#039;&#039;&#039;Item&#039;&#039;&#039; tab include Quick Slot items, Buff Items, Tools, Clublogo items and Balls.&lt;br /&gt;
&lt;br /&gt;
Some items directly create temporary effects, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; – increases item damage&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; – adds an additional projectile&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; – increases damage resistance&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039; – increases Chargeshot Speed&lt;br /&gt;
* &#039;&#039;&#039;Top Spin&#039;&#039;&#039; – increases ball spin&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; – increases ball damage&lt;br /&gt;
* &#039;&#039;&#039;Speed Ball&#039;&#039;&#039; – increases ball speed&lt;br /&gt;
* &#039;&#039;&#039;Bust of speed&#039;&#039;&#039; – increases movement speed&lt;br /&gt;
&lt;br /&gt;
These are item effects. They can be related to stats, but they are not Attributes themselves.&lt;br /&gt;
&lt;br /&gt;
For more information about Quick Slot items and Buff Items, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Stats and Costume ==&lt;br /&gt;
&lt;br /&gt;
Costume equipment can provide stats or bonuses.&lt;br /&gt;
&lt;br /&gt;
Costume includes equipment and wearable gear such as:&lt;br /&gt;
&lt;br /&gt;
* Clothing&lt;br /&gt;
* Rackets&lt;br /&gt;
* Shoes&lt;br /&gt;
* Gloves&lt;br /&gt;
* Accessories&lt;br /&gt;
* Rings&lt;br /&gt;
&lt;br /&gt;
Costume equipment belongs to the &#039;&#039;&#039;Costume&#039;&#039;&#039; category, not the Item tab.&lt;br /&gt;
&lt;br /&gt;
This means that Costume equipment should be documented separately from Items such as Quick Slot items, Tools or Balls.&lt;br /&gt;
&lt;br /&gt;
== Stats and Enchant ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; system can improve equipment by adding attribute bonuses or elemental effects.&lt;br /&gt;
&lt;br /&gt;
Attribute enchants can add one of the four main Attributes to equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For more information about Tablets, Elemental Stones, Jewels and the Enchant system, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Stats and Quick Slot Items ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items are usable items from the Item tab.&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot items have elements, cooldowns, durations or buff effects.&lt;br /&gt;
&lt;br /&gt;
They may behave like abilities during gameplay, but they are still items in the game interface.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Fireball&lt;br /&gt;
* Meteor&lt;br /&gt;
* Blizzard&lt;br /&gt;
* Homing Soul&lt;br /&gt;
* Magic Circle&lt;br /&gt;
* Healing&lt;br /&gt;
* Rebirth&lt;br /&gt;
* Item Bash&lt;br /&gt;
* Blessed Aim&lt;br /&gt;
&lt;br /&gt;
For more information, see the &#039;&#039;&#039;[[Items#Quick Slot Items|Quick Slot Items]]&#039;&#039;&#039; section on the Items page.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Offensive damage mechanics and ball speed&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Limited direct value&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and charge-related gameplay&lt;br /&gt;
| Movement, projectiles and channel time&lt;br /&gt;
| Movement, charge-related gameplay and projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Curve and ball behavior&lt;br /&gt;
| Ball damage and ball pressure&lt;br /&gt;
| Ball damage against Guardian enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Mode ==&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, stats mostly affect ball behavior and movement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, turning and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports curve and ball behavior.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content.&lt;br /&gt;
&lt;br /&gt;
== Battle Mode ==&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses many stat and item interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; is related to offensive damage mechanics and ball speed.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports damage reduction and recovery.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, projectile behavior and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage, ball curve and ball pressure.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items and Buff Items can also affect similar gameplay areas.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; supports item damage setups.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; supports projectile setups.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; supports survivability setups.&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; supports ball-damage setups.&lt;br /&gt;
&lt;br /&gt;
== Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardian content uses dedicated scenario and combat systems.&lt;br /&gt;
&lt;br /&gt;
Stats can still be relevant in Guardian gameplay:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports survivability and recovery.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, charge-related gameplay and projectile behavior.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage.&lt;br /&gt;
&lt;br /&gt;
== How to Increase Stats ==&lt;br /&gt;
&lt;br /&gt;
Stats can be increased or affected through different systems.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased through:&lt;br /&gt;
&lt;br /&gt;
* Leveling up&lt;br /&gt;
* Costume/equipment bonuses&lt;br /&gt;
* Enchantments&lt;br /&gt;
&lt;br /&gt;
Secondary Stats can come from:&lt;br /&gt;
&lt;br /&gt;
* Items&lt;br /&gt;
* Costume/equipment bonuses&lt;br /&gt;
* Buff Items&lt;br /&gt;
* Temporary effects&lt;br /&gt;
* Mode-specific effects&lt;br /&gt;
&lt;br /&gt;
== Leveling Up ==&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These points can be assigned to one of the four main Attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Costume and Equipment Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Costume equipment can provide Attributes or Secondary Stats.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* STR, STA, DEX or WIL bonuses&lt;br /&gt;
* Move Speed&lt;br /&gt;
* Charge-related bonuses&lt;br /&gt;
* Ball-related bonuses&lt;br /&gt;
* HP or survivability bonuses&lt;br /&gt;
&lt;br /&gt;
Costume equipment should be documented separately from Item-tab objects.&lt;br /&gt;
&lt;br /&gt;
== Buff Effects ==&lt;br /&gt;
&lt;br /&gt;
Buff Items can temporarily affect gameplay.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Effect&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Increases item damage&lt;br /&gt;
| Item damage / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Adds an additional projectile&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Increases damage resistance&lt;br /&gt;
| Defense / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Increases Chargeshot Speed&lt;br /&gt;
| Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Increases ball spin&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Increases ball damage&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Increases ball speed&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Increases movement speed&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Buff effects are item effects. They can be related to stats, but they are not Attributes.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Correct explanation&lt;br /&gt;
|-&lt;br /&gt;
| Calling Fireball, Meteor or Blizzard character stats&lt;br /&gt;
| They are Quick Slot items from the Item tab&lt;br /&gt;
|-&lt;br /&gt;
| Calling Quick Slot items Attributes&lt;br /&gt;
| Attributes are only STR, STA, DEX and WIL&lt;br /&gt;
|-&lt;br /&gt;
| Calling Chargeshot Speed a direct DEX effect&lt;br /&gt;
| Chargeshot Speed is a Secondary Stat or item-based effect&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Items and Costume&lt;br /&gt;
| Items belong to the Item tab; Costume includes equipment and wearable gear&lt;br /&gt;
|-&lt;br /&gt;
| Treating item effects as Attributes&lt;br /&gt;
| Item effects can be related to stats, but they are not Attributes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki terminology consistent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Use this term&lt;br /&gt;
! For this&lt;br /&gt;
! Do not confuse with&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| General numerical values and bonuses&lt;br /&gt;
| Items or Costume pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX and WIL&lt;br /&gt;
| Quick Slot items or item effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses&lt;br /&gt;
| Attributes or Quick Slot items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Item-tab objects such as Quick Slot items, Buff Items, Tools and Balls&lt;br /&gt;
| Costume equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Costume&#039;&#039;&#039;&lt;br /&gt;
| Clothing, rackets, shoes, gloves, accessories and other equipment pieces&lt;br /&gt;
| Item-tab objects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| Equipment improvement system&lt;br /&gt;
| Quick Slot item effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Linking Guide for Other Pages ==&lt;br /&gt;
&lt;br /&gt;
Other wiki pages should link here when explaining stats, attributes or secondary stats.&lt;br /&gt;
&lt;br /&gt;
Use these links for Attributes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#STR|STR]]&lt;br /&gt;
[[Stats#STA|STA]]&lt;br /&gt;
[[Stats#DEX|DEX]]&lt;br /&gt;
[[Stats#WIL|WIL]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for the general Attributes section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Attributes|Attributes]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for Secondary Stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Secondary Stats|Secondary Stats]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link when explaining the difference between stats and item effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Stats and Items|Stats and Items]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Item-tab objects, Quick Slot items, Buff Items, Tools and Balls.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities, if documented separately.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Beginner%27s_Guide&amp;diff=270</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Beginner%27s_Guide&amp;diff=270"/>
		<updated>2026-05-05T14:59:34Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Beginner&#039;s Guide helps new players understand what to do first in JFTSE.&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis can feel confusing at the beginning because the game has many systems, such as Tutorial, Single Play, Guardian Mode, Stats, Items, Enchantments, Housing and different match modes.&lt;br /&gt;
&lt;br /&gt;
This guide gives you a simple starting path and links to the most important wiki pages.&lt;br /&gt;
&lt;br /&gt;
The recommended beginner path is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Install the game → Complete the Tutorial → Try Single Play → Start Guardian Mode → Learn Stats and Items → Choose a beginner build → Improve your character → Try Basic and Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Before You Start ==&lt;br /&gt;
&lt;br /&gt;
Before playing, make sure the game is installed correctly.&lt;br /&gt;
&lt;br /&gt;
If you are installing the game for the first time, see the &#039;&#039;&#039;[[Game Installation Guide|Game Installation Guide]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the game does not start, shows missing DLL errors, disconnects with an old version message, or has launcher problems, see the &#039;&#039;&#039;[[Troubleshooting|Troubleshooting]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Useful starting pages:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! Page&lt;br /&gt;
! When to use it&lt;br /&gt;
|-&lt;br /&gt;
| Installation&lt;br /&gt;
| &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039;&lt;br /&gt;
| If you are installing the game for the first time&lt;br /&gt;
|-&lt;br /&gt;
| Common errors&lt;br /&gt;
| &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039;&lt;br /&gt;
| If the game does not start or shows errors&lt;br /&gt;
|-&lt;br /&gt;
| Stats and builds&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to understand STR, STA, DEX and WIL&lt;br /&gt;
|-&lt;br /&gt;
| Items&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to understand Quick Slot items, Buff Items and item effects&lt;br /&gt;
|-&lt;br /&gt;
| Enchant&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to improve equipment with Tablets, Elemental Stones or Jewels&lt;br /&gt;
|-&lt;br /&gt;
| Maps&lt;br /&gt;
| &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
| If you want to learn about maps and possible rewards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Path ==&lt;br /&gt;
&lt;br /&gt;
The simplest beginner path is:&lt;br /&gt;
&lt;br /&gt;
# Install and update the game.&lt;br /&gt;
# Complete the Tutorial.&lt;br /&gt;
# Try Single Play against NPCs.&lt;br /&gt;
# Start with Guardian Mode.&lt;br /&gt;
# Level up your character.&lt;br /&gt;
# Learn the basic stat and item systems.&lt;br /&gt;
# Choose a simple beginner-friendly build.&lt;br /&gt;
# Improve your character step by step.&lt;br /&gt;
# Try Basic or Battle once you feel more comfortable.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial → Single Play → Guardian → STR / DEX beginner build → Stats / Items / Enchant → Basic / Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
[[File:Tutorial_Menu_Icon.png|300px|right|Tutorial menu icon]]&lt;br /&gt;
&lt;br /&gt;
If you are new, start with the &#039;&#039;&#039;Tutorial&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Tutorial is available directly from the main menu and teaches the basic controls and match flow.&lt;br /&gt;
&lt;br /&gt;
It helps you understand:&lt;br /&gt;
&lt;br /&gt;
* Basic controls&lt;br /&gt;
* Movement&lt;br /&gt;
* Timing&lt;br /&gt;
* Ball hitting&lt;br /&gt;
* Basic match flow&lt;br /&gt;
&lt;br /&gt;
Skipping the Tutorial can make the beginning harder, especially if you are not familiar with Fantasy Tennis movement and timing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Complete the Tutorial before trying Guardian, Single Play, Basic or Battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Single Play ==&lt;br /&gt;
&lt;br /&gt;
[[File:Single_Play_Menu_Icon.png|300px|right|Single Play menu icon]]&lt;br /&gt;
&lt;br /&gt;
After completing the Tutorial, &#039;&#039;&#039;Single Play&#039;&#039;&#039; is a good place to practice against NPC opponents.&lt;br /&gt;
&lt;br /&gt;
Single Play lets new players learn the game without immediately playing against experienced players.&lt;br /&gt;
&lt;br /&gt;
It can help beginners practice:&lt;br /&gt;
&lt;br /&gt;
* Movement&lt;br /&gt;
* Ball timing&lt;br /&gt;
* Basic Mode mechanics&lt;br /&gt;
* Battle Mode mechanics&lt;br /&gt;
* Item usage&lt;br /&gt;
* Match flow&lt;br /&gt;
* Positioning&lt;br /&gt;
* How different game modes feel&lt;br /&gt;
&lt;br /&gt;
Single Play includes Basic and Battle-style stages where players can progress through different levels.&lt;br /&gt;
&lt;br /&gt;
It can also be useful for collecting early items and Gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If Guardian Mode still feels confusing, try Single Play first to get more comfortable with the mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Start with Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
After the Tutorial and some Single Play practice, Guardian Mode is usually the best place for new players to build their character.&lt;br /&gt;
&lt;br /&gt;
Guardian Mode helps new players:&lt;br /&gt;
&lt;br /&gt;
* Level up their character&lt;br /&gt;
* Earn Gold and rewards&lt;br /&gt;
* Learn basic gameplay&lt;br /&gt;
* Collect useful items&lt;br /&gt;
* Understand movement and timing&lt;br /&gt;
* Build a stronger foundation before entering PvP modes&lt;br /&gt;
&lt;br /&gt;
If your goal is to compete later in Basic or Battle, Guardian Mode is usually the best long-term starting point.&lt;br /&gt;
&lt;br /&gt;
== Why Single Play and Guardian Help Beginners ==&lt;br /&gt;
&lt;br /&gt;
Basic and Battle against other players can be difficult for new players if they enter too early.&lt;br /&gt;
&lt;br /&gt;
New players usually lack:&lt;br /&gt;
&lt;br /&gt;
* Levels&lt;br /&gt;
* Items&lt;br /&gt;
* Stats&lt;br /&gt;
* Game knowledge&lt;br /&gt;
* Movement experience&lt;br /&gt;
* Understanding of Quick Slot items and buffs&lt;br /&gt;
* Understanding of Guardian mechanics and team roles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Single Play&#039;&#039;&#039; helps beginners practice mechanics against NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian Mode&#039;&#039;&#039; helps beginners level up, collect rewards and build a stronger character.&lt;br /&gt;
&lt;br /&gt;
Together, Single Play and Guardian Mode give new players a much better foundation before entering more competitive modes.&lt;br /&gt;
&lt;br /&gt;
== Tips for Guardian ==&lt;br /&gt;
&lt;br /&gt;
Guardian Mode is one of the best early progression modes for new players because it helps with leveling, Gold and useful rewards.&lt;br /&gt;
&lt;br /&gt;
To maximize your Guardian rewards, use your starting Gold carefully.&lt;br /&gt;
&lt;br /&gt;
=== Carnival Pro Coin Gacha ===&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2026-05-03 200053.png|180px|center|alt=Carnival Pro Coin Gacha|Carnival Pro Coin Gacha]]&lt;br /&gt;
&lt;br /&gt;
One useful early option is the &#039;&#039;&#039;Carnival Pro Coin Gacha&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Carnival Pro Coin Gacha&#039;&#039;&#039; has a high chance of giving &#039;&#039;&#039;Gold Rings&#039;&#039;&#039; and &#039;&#039;&#039;EXP Rings&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These rings can double your Guardian rewards:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gold Ring&#039;&#039;&#039; – doubles Gold rewards&lt;br /&gt;
* &#039;&#039;&#039;EXP Ring&#039;&#039;&#039; – doubles EXP rewards&lt;br /&gt;
&lt;br /&gt;
Gold and EXP Rings are consumable items. Once equipped, one ring is used per round.&lt;br /&gt;
&lt;br /&gt;
=== Housing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Housing.png|180px|center|alt=Housing|Housing]]&lt;br /&gt;
&lt;br /&gt;
After earning enough Gold, it is recommended to invest in a &#039;&#039;&#039;House&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Houses provide additional Gold and EXP bonuses.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1 House&#039;&#039;&#039; – gives &#039;&#039;&#039;30%&#039;&#039;&#039; bonus to Gold and EXP&lt;br /&gt;
* &#039;&#039;&#039;Level 4 House&#039;&#039;&#039; – gives up to &#039;&#039;&#039;45%&#039;&#039;&#039; bonus to Gold and EXP&lt;br /&gt;
&lt;br /&gt;
Before you can level up your house, you need to reach the required amount of &#039;&#039;&#039;Housing Points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Housing Points can be gained by buying furniture and placing it in your house from the main screen.&lt;br /&gt;
&lt;br /&gt;
== Learn the Core Systems ==&lt;br /&gt;
&lt;br /&gt;
After you understand the basic gameplay, you should learn the core systems that affect progression.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! System&lt;br /&gt;
! Why it matters&lt;br /&gt;
! Wiki page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Explains STR, STA, DEX, WIL and Secondary Stats&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Explains Quick Slot items, Buff Items, Cooltime, Duration and item effects&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| Explains Tablets, Elemental Stones, Jewels and equipment improvement&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
| Shows map information and where certain rewards may come from&lt;br /&gt;
| &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Troubleshooting&#039;&#039;&#039;&lt;br /&gt;
| Helps fix common installation or launch issues&lt;br /&gt;
| &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats for Beginners ==&lt;br /&gt;
&lt;br /&gt;
Stats are numerical values and bonuses that affect gameplay.&lt;br /&gt;
&lt;br /&gt;
The four main attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a beginner, you do not need to fully optimize your build immediately.&lt;br /&gt;
&lt;br /&gt;
It is more important to understand what stats are and how they affect gameplay.&lt;br /&gt;
&lt;br /&gt;
For more details, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Build Guidance ==&lt;br /&gt;
&lt;br /&gt;
New players do not need a perfect build immediately, but choosing a simple and useful stat direction can make early progression much easier.&lt;br /&gt;
&lt;br /&gt;
For beginners, a &#039;&#039;&#039;STR / DEX damage build&#039;&#039;&#039; is usually the easiest starting point.&lt;br /&gt;
&lt;br /&gt;
This type of build is simple to understand, works well in Guardian Mode and helps the team by dealing damage.&lt;br /&gt;
&lt;br /&gt;
A common damage-focused setup is:&lt;br /&gt;
&lt;br /&gt;
* Around &#039;&#039;&#039;60 [[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* The remaining points into &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; helps with movement, responsiveness and projectile-related mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; supports offensive pressure and damage-related mechanics.&lt;br /&gt;
&lt;br /&gt;
This makes the build easier to play than more specialized setups.&lt;br /&gt;
&lt;br /&gt;
For detailed stat explanations, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Damage Build ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Build&lt;br /&gt;
! Main stats&lt;br /&gt;
! Purpose&lt;br /&gt;
! Beginner friendly?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR / DEX Damage Build&#039;&#039;&#039;&lt;br /&gt;
| Around 60 DEX, rest STR&lt;br /&gt;
| Damage, movement and offensive pressure&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This build is recommended for many beginners because it gives clear value in Guardian Mode and is easier to use than more specialized support or ball-control builds.&lt;br /&gt;
&lt;br /&gt;
=== Why STR / DEX Is Beginner Friendly ===&lt;br /&gt;
&lt;br /&gt;
A STR / DEX damage build is usually easier for beginners because:&lt;br /&gt;
&lt;br /&gt;
* It gives clear offensive value.&lt;br /&gt;
* It helps in Guardian Mode.&lt;br /&gt;
* It is easier to understand than specialized setups.&lt;br /&gt;
* It supports movement and responsiveness through DEX.&lt;br /&gt;
* It supports damage and offensive pressure through STR.&lt;br /&gt;
* Most Guardian rooms need players who can deal damage.&lt;br /&gt;
&lt;br /&gt;
If you are unsure what to build first, starting as a damage dealer is usually the safest choice.&lt;br /&gt;
&lt;br /&gt;
== WIL / STA Builds ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;WIL / STA&#039;&#039;&#039; build can be useful, but it is usually more specialized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039; supports ball behavior, ball damage and curve-related gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039; supports survivability, recovery and defensive gameplay.&lt;br /&gt;
&lt;br /&gt;
This type of build can be useful in certain team setups, but it is not always the easiest option for new players.&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, a room usually does not need every player to focus on WIL. Often, only one WIL-focused player can be enough, while the other players focus on dealing damage.&lt;br /&gt;
&lt;br /&gt;
Because of this, beginners usually have an easier time starting as damage dealers.&lt;br /&gt;
&lt;br /&gt;
== Recommended Beginner Build Choice ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Build type&lt;br /&gt;
! Recommended for beginners?&lt;br /&gt;
! Why&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR / DEX Damage Build&#039;&#039;&#039;&lt;br /&gt;
| Yes&lt;br /&gt;
| Easy to understand, strong for Guardian progression and useful in most rooms&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL / STA Build&#039;&#039;&#039;&lt;br /&gt;
| Later&lt;br /&gt;
| More specialized and more dependent on team setup&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pure experimental builds&#039;&#039;&#039;&lt;br /&gt;
| Later&lt;br /&gt;
| Better after understanding Stats, Items and Guardian mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If you are new and unsure what to build, start with a simple STR / DEX damage setup first. It is easier to play, helps your team in Guardian Mode and gives you a strong foundation before trying more specialized builds.&lt;br /&gt;
&lt;br /&gt;
== Items for Beginners ==&lt;br /&gt;
&lt;br /&gt;
Items are objects found under the &#039;&#039;&#039;Item&#039;&#039;&#039; tab.&lt;br /&gt;
&lt;br /&gt;
Important beginner item systems include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039; – usable items such as Fireball, Blizzard, Healing or Rebirth&lt;br /&gt;
* &#039;&#039;&#039;Buff Items&#039;&#039;&#039; – items such as Item Bash, Blessed Aim, Frenzy or Defensive Auras&lt;br /&gt;
* &#039;&#039;&#039;Cooltime&#039;&#039;&#039; – how long you must wait before using an item again&lt;br /&gt;
* &#039;&#039;&#039;Duration&#039;&#039;&#039; – how long an item effect stays active&lt;br /&gt;
* &#039;&#039;&#039;Synergistic Effects&#039;&#039;&#039; – temporary effects that support gameplay or other items&lt;br /&gt;
&lt;br /&gt;
For more details, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Item Tips ==&lt;br /&gt;
&lt;br /&gt;
As a beginner, focus on understanding what your items do before trying to optimize everything.&lt;br /&gt;
&lt;br /&gt;
Useful beginner concepts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Concept&lt;br /&gt;
! Why it matters&lt;br /&gt;
! Page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| Used during gameplay for attack, defense, healing or support&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Items|Items → Quick Slot Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| Can improve damage, projectiles, movement, defense or ball behavior&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Items → Buff Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooltime&#039;&#039;&#039;&lt;br /&gt;
| Tells you when an item can be used again&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Cooltime and Duration|Items → Cooltime and Duration]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| Tells you how long an effect stays active&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Cooltime and Duration|Items → Cooltime and Duration]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A simple beginner-friendly idea is to use offensive Quick Slot items together with suitable Buff Items.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; can increase item damage.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; can add an additional projectile.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; can help with survivability.&lt;br /&gt;
&lt;br /&gt;
Do not worry about perfect timing immediately. First learn what each item does.&lt;br /&gt;
&lt;br /&gt;
== Enchanting for Beginners ==&lt;br /&gt;
&lt;br /&gt;
Enchanting is used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
There are two main enchant types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attribute Enchants&#039;&#039;&#039; – add STR, STA, DEX or WIL to equipment&lt;br /&gt;
* &#039;&#039;&#039;Element Enchants&#039;&#039;&#039; – add elemental attack or elemental defense effects&lt;br /&gt;
&lt;br /&gt;
Enchanting uses materials such as:&lt;br /&gt;
&lt;br /&gt;
* Tablets&lt;br /&gt;
* Elemental Stones&lt;br /&gt;
* Jewels&lt;br /&gt;
&lt;br /&gt;
New players do not need to focus heavily on perfect enchants immediately. Learn the system first and avoid wasting rare materials too early.&lt;br /&gt;
&lt;br /&gt;
For more details, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Beginner Enchant Tips ==&lt;br /&gt;
&lt;br /&gt;
Enchanting can be useful, but it can also consume important materials.&lt;br /&gt;
&lt;br /&gt;
For beginners:&lt;br /&gt;
&lt;br /&gt;
* Do not waste rare Jewels too early.&lt;br /&gt;
* Learn how enchantment levels work first.&lt;br /&gt;
* Use cheaper materials for early attempts when possible.&lt;br /&gt;
* Read the Enchantment page before pushing high enchantment levels.&lt;br /&gt;
* Focus on understanding your build before investing heavily.&lt;br /&gt;
&lt;br /&gt;
For detailed upgrade strategy and Jewel usage, see &#039;&#039;&#039;[[Enchantment#Recommended Jewel Usage|Recommended Jewel Usage]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Game Modes for Beginners ==&lt;br /&gt;
&lt;br /&gt;
JFTSE has different game modes with different learning curves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mode&lt;br /&gt;
! Description&lt;br /&gt;
! Beginner note&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
| Teaches the basic controls and match flow&lt;br /&gt;
| Always recommended for completely new players&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Single Play&#039;&#039;&#039;&lt;br /&gt;
| Lets players practice against NPCs&lt;br /&gt;
| Good for learning Basic and Battle-style mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian&#039;&#039;&#039;&lt;br /&gt;
| Progression-focused mode against NPC enemies and bosses&lt;br /&gt;
| Recommended for leveling, Gold and early rewards&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Basic&#039;&#039;&#039;&lt;br /&gt;
| Tennis-focused mode&lt;br /&gt;
| Best after learning movement, timing and ball control&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
| More chaotic mode with Quick Slot items and combat effects&lt;br /&gt;
| Easier after learning Items, Stats and buffs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Basic and Battle are more enjoyable once you have some levels, items and general experience.&lt;br /&gt;
&lt;br /&gt;
== When to Try Basic or Battle ==&lt;br /&gt;
&lt;br /&gt;
You can try Basic or Battle whenever you want, but they may feel difficult at the beginning.&lt;br /&gt;
&lt;br /&gt;
Before focusing on Basic or Battle, it helps to understand:&lt;br /&gt;
&lt;br /&gt;
* Movement&lt;br /&gt;
* Timing&lt;br /&gt;
* Stats&lt;br /&gt;
* Quick Slot items&lt;br /&gt;
* Buff Items&lt;br /&gt;
* Enchanting&lt;br /&gt;
* Your character build&lt;br /&gt;
&lt;br /&gt;
A good rule for beginners:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build your foundation in Tutorial, Single Play and Guardian first, then explore Basic and Battle.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Common Beginner Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Better approach&lt;br /&gt;
|-&lt;br /&gt;
| Skipping the Tutorial&lt;br /&gt;
| Complete the Tutorial first to learn basic controls and timing&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring Single Play&lt;br /&gt;
| Use Single Play to practice against NPCs and understand Basic / Battle mechanics&lt;br /&gt;
|-&lt;br /&gt;
| Going into Basic or Battle too early&lt;br /&gt;
| Start with Guardian Mode to build your character first&lt;br /&gt;
|-&lt;br /&gt;
| Ignoring Guardian progression&lt;br /&gt;
| Use Guardian to level up, earn rewards and learn the game&lt;br /&gt;
|-&lt;br /&gt;
| Overthinking builds too early&lt;br /&gt;
| Start with a simple STR / DEX damage build first&lt;br /&gt;
|-&lt;br /&gt;
| Starting with a specialized build too early&lt;br /&gt;
| Try specialized builds such as WIL / STA later&lt;br /&gt;
|-&lt;br /&gt;
| Expecting every player to play WIL&lt;br /&gt;
| In Guardian Mode, damage dealers are usually still needed, and often only one WIL-focused player is enough&lt;br /&gt;
|-&lt;br /&gt;
| Wasting rare materials too soon&lt;br /&gt;
| Learn Enchanting before using rare Jewels or valuable materials&lt;br /&gt;
|-&lt;br /&gt;
| Confusing stats, items and skills&lt;br /&gt;
| Use the Stats and Items pages to understand the terminology&lt;br /&gt;
|-&lt;br /&gt;
| Not asking for help&lt;br /&gt;
| Ask the community when you are confused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Progression ==&lt;br /&gt;
&lt;br /&gt;
A simple beginner progression path:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
! Focus&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1. First Start&#039;&#039;&#039;&lt;br /&gt;
| Install and update the game&lt;br /&gt;
| Use the &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039; if needed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2. Tutorial&#039;&#039;&#039;&lt;br /&gt;
| Learn controls and basic gameplay&lt;br /&gt;
| Available directly from the main menu&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3. Single Play&#039;&#039;&#039;&lt;br /&gt;
| Practice against NPCs&lt;br /&gt;
| Useful for learning Basic and Battle mechanics, collecting early items and Gold&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4. Guardian Mode&#039;&#039;&#039;&lt;br /&gt;
| Level up and collect rewards&lt;br /&gt;
| Best early progression path for character growth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5. Learn Core Systems&#039;&#039;&#039;&lt;br /&gt;
| Stats, Items and Enchant&lt;br /&gt;
| Helps you understand builds and progression&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6. Choose a Beginner Build&#039;&#039;&#039;&lt;br /&gt;
| STR / DEX damage build&lt;br /&gt;
| Around 60 DEX and the rest into STR is a simple beginner-friendly direction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7. Improve Character&#039;&#039;&#039;&lt;br /&gt;
| Better items, stats and equipment&lt;br /&gt;
| Do not rush rare upgrades too early&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8. Try Basic / Battle&#039;&#039;&#039;&lt;br /&gt;
| PvP and more competitive modes&lt;br /&gt;
| Easier after building a foundation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Beginner Checklist ==&lt;br /&gt;
&lt;br /&gt;
Use this checklist if you are not sure what to do next.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Done?&lt;br /&gt;
! Task&lt;br /&gt;
! Related page&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Install and update the game&lt;br /&gt;
| &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Fix launcher or missing DLL issues if needed&lt;br /&gt;
| &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Complete the Tutorial&lt;br /&gt;
| This guide&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Try Single Play against NPCs&lt;br /&gt;
| This guide&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Start Guardian Mode&lt;br /&gt;
| This guide&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn what STR, STA, DEX and WIL do&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Start with a STR / DEX damage build&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039; / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn Quick Slot Items and Buff Items&lt;br /&gt;
| &#039;&#039;&#039;[[Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Learn Enchanting before using rare materials&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| ☐&lt;br /&gt;
| Ask the community for help if confused&lt;br /&gt;
| Discord / in-game community&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Community and Help ==&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to ask other players for help.&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis can feel confusing at the beginning, especially when it comes to progression, items, stats, builds and what to do first.&lt;br /&gt;
&lt;br /&gt;
Asking questions in Discord or in game can help you avoid common mistakes and understand the game faster.&lt;br /&gt;
&lt;br /&gt;
Most experienced players would rather answer beginner questions than see new players quit because the game feels overwhelming.&lt;br /&gt;
&lt;br /&gt;
== Final Tips ==&lt;br /&gt;
&lt;br /&gt;
If you are completely new, do not rush.&lt;br /&gt;
&lt;br /&gt;
Start with the Tutorial, practice in Single Play, focus on Guardian Mode, learn the core systems step by step, and ask the community for help when needed.&lt;br /&gt;
&lt;br /&gt;
A good early goal is not to build the perfect character immediately. It is to understand how the game works and avoid wasting important resources too early.&lt;br /&gt;
&lt;br /&gt;
For most beginners, a simple &#039;&#039;&#039;STR / DEX damage build&#039;&#039;&#039; is a good starting point because it is easier to play and useful in Guardian Mode.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Game Installation Guide]]&#039;&#039;&#039; – explains how to install and start the game.&lt;br /&gt;
* &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039; – explains common errors and fixes.&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains attributes, secondary stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Quick Slot items, Buff Items and item effects.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
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		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
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&lt;div&gt;= Troubleshooting &amp;amp; Fixes =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page covers common problems and fixes for Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
If the game does not start correctly, shows login errors, disconnects with version-related messages, or lag delay, check the sections below.&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Old Version Error (4002, -62) ===&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You have been disconnected because you tried to connect with an old version.  &lt;br /&gt;
Application will now shut down.  &lt;br /&gt;
(code = 4002, -62)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
as of now, there are 4 common causes for this problem:&lt;br /&gt;
&lt;br /&gt;
* C++ 2015 (x86) is not installed&lt;br /&gt;
* &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing&lt;br /&gt;
* Windows Firewall, Defender, or antivirus deleted &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;&lt;br /&gt;
* The game files are out of date&lt;br /&gt;
&lt;br /&gt;
==== Fix 1: C++ 2015 (x86) is not installed ====&lt;br /&gt;
&lt;br /&gt;
Install the Visual C++ Redistributable (x86):&lt;br /&gt;
&lt;br /&gt;
[https://aka.ms/vs/17/release/vc_redist.x86.exe Download C++ 2015 x86 Redistributable]&lt;br /&gt;
&lt;br /&gt;
==== Fix 2: d3dx9_43.dll is missing ====&lt;br /&gt;
&lt;br /&gt;
If you receive an error saying that &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing, install the DirectX runtime:&lt;br /&gt;
&lt;br /&gt;
[https://www.microsoft.com/en-us/download/details.aspx?id=35 Download DirectX End-User Runtime]&lt;br /&gt;
&lt;br /&gt;
==== Fix 3: JFTSE.dll was deleted ====&lt;br /&gt;
&lt;br /&gt;
Windows Defender, Firewall, or third-party antivirus software may block, quarantine, or delete &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
* Check your antivirus quarantine&lt;br /&gt;
* Restore &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; if it was removed&lt;br /&gt;
* Add the full game folder to your antivirus or Defender exclusions&lt;br /&gt;
* Make sure the anti-cheat files are not being blocked&lt;br /&gt;
&lt;br /&gt;
==== Fix 4: Files are out of date ====&lt;br /&gt;
&lt;br /&gt;
Always launch the game with:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will check for updates and download missing or outdated files.&lt;br /&gt;
&lt;br /&gt;
=== User Already Logged In (4002, -2) ===&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This user id is currently logged on.  &lt;br /&gt;
Please try again later.  &lt;br /&gt;
(code = 4002, -2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
then your account is still marked as logged in on the server.&lt;br /&gt;
&lt;br /&gt;
This can happen if the game did not close correctly, the connection was interrupted, or the previous session did not reset properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
* Wait a few minutes and try again&lt;br /&gt;
* Make sure the game is fully closed&lt;br /&gt;
* Restart the launcher and try again&lt;br /&gt;
* If the problem continues, contact the moderators through &#039;&#039;&#039;#support-ticket&#039;&#039;&#039; and click &#039;&#039;&#039;Create Ticket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== This User ID has expired. (4002, -3) ===&lt;br /&gt;
&lt;br /&gt;
If you see this message, your account has not been confirmed yet and access to the game is denied.&lt;br /&gt;
&lt;br /&gt;
For newly registered accounts, you must confirm your account using the registration confirmation email sent by &#039;&#039;&#039;JFTSE Security&#039;&#039;&#039;. This email may appear in your &#039;&#039;&#039;Spam&#039;&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Check the email address you used during registration. Look in your inbox and &#039;&#039;&#039;Spam&#039;&#039;&#039; folder for an email from &#039;&#039;&#039;JFTSE Security&#039;&#039;&#039;, then click the confirmation link inside.&lt;br /&gt;
&lt;br /&gt;
* If you cannot find the confirmation email or the link has expired, request a new registration confirmation email from the website.&lt;br /&gt;
&lt;br /&gt;
* If you used the wrong email address during registration or still cannot receive the email, contact the moderators through &#039;&#039;&#039;#support-ticket&#039;&#039;&#039; and click &#039;&#039;&#039;Create Ticket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Recommended Fix Order ==&lt;br /&gt;
&lt;br /&gt;
If you are not sure what is causing the issue, try the following in order:&lt;br /&gt;
&lt;br /&gt;
# Install the C++ 2015 (x86) Redistributable&lt;br /&gt;
# Install the DirectX runtime&lt;br /&gt;
# Check whether &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; was deleted or quarantined&lt;br /&gt;
# Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
# Restart the PC and try again&lt;br /&gt;
# If the account is still marked as logged in, contact on Discord &#039;&#039;&#039;#support-ticket&#039;&#039;&#039; and click &#039;&#039;&#039;Create Ticket&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reduce Lag, Delay via Vpn Gamer for South American Players ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: This is &#039;&#039;&#039;information of public interest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since the JFTSE Fantasy Tennis server is located in &#039;&#039;&#039;Europe&#039;&#039;&#039;, the only way for South Americans to have a direct connection is through a gaming VPN; this is a fact. Although, depending on the region and routes, they may not suffer as much, they can still have an even better experience when trying to play in Europe.&lt;br /&gt;
&lt;br /&gt;
You can try using ExitLag&#039;s paid VPN, which costs $28 dollars for 365 days, and that&#039;s what Is recommended because, in addition to making the connection more stable, it also reduces lag, delay maximum as possible. Or you can use Cloudflare&#039;s with warp free VPN, which offers a significant reduction, although there&#039;s more variation.&lt;br /&gt;
&lt;br /&gt;
First, here are the links to &#039;&#039;&#039;free days to test ExitLag:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://www.exitlag.com/pt ExitLag em Português]&lt;br /&gt;
&lt;br /&gt;
[https://www.exitlag.com/es ExitLag en Español]&lt;br /&gt;
&lt;br /&gt;
How to use it? Always open the ExitLag program, search for Fantasy Tennis in the program&#039;s search bar, and select the Automatic Europe route. After applying the routes, then minimize the program and open FT_Launcher to play and enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now cloudflare with warp free vpn:&lt;br /&gt;
&lt;br /&gt;
[https://developers.cloudflare.com/cloudflare-one/team-and-resources/devices/cloudflare-one-client/download/ Download the CloudFlare with warp in english]&lt;br /&gt;
&lt;br /&gt;
How to use it? Always open the CloudFlare program, click the gear icon, select the option 1.1.1.1 with warp, and activate it using the large button, then minimize the program and open FT_Launcher to play and enjoy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
[https://www.exitlag.com/en ExitLag English Website]&lt;br /&gt;
ExitLag program works on almost all WORLD including America, Asia, Oceania and Africa. Recommended for windows 10, 11, but take attention windows 7 some players related wont working. Only by testing will you see if it actually improves things for you in practice, as many factors influence the final result of how efficient ExitLag will be for you.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Do not launch outdated executables directly if &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; is available&lt;br /&gt;
* If the launcher does not repair the client, reinstall the game files and update again&lt;br /&gt;
* If security software keeps deleting files, create a permanent exclusion for the full game folder&lt;br /&gt;
* If login problems continue, use &#039;&#039;&#039;#support-ticket&#039;&#039;&#039; and click &#039;&#039;&#039;Create Ticket&#039;&#039;&#039; on Discord&lt;br /&gt;
* &#039;&#039;&#039;Discord support: &#039;&#039;&#039;[https://discord.com/invite/YkxTGXwug3 Official Discord Server]&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Game_Installation_Guide&amp;diff=266</id>
		<title>Game Installation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Game_Installation_Guide&amp;diff=266"/>
		<updated>2026-05-05T14:23:01Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This guide explains how to install and start JFTSE / Fanta Tennis.&lt;br /&gt;
&lt;br /&gt;
The recommended setup is the &#039;&#039;&#039;Windows version&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game is designed for Windows and should first be installed and tested on Windows before trying alternative setups such as Steam Deck, Linux or Mac.&lt;br /&gt;
&lt;br /&gt;
If the game does not start, shows missing DLL errors, disconnects with an old version message, or has anti-cheat related problems, see the &#039;&#039;&#039;[[Troubleshooting|Troubleshooting]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Recommended Platform ==&lt;br /&gt;
&lt;br /&gt;
JFTSE / Fanta Tennis is a Windows game.&lt;br /&gt;
&lt;br /&gt;
The recommended way to play is:&lt;br /&gt;
&lt;br /&gt;
* Windows 10 or Windows 11&lt;br /&gt;
* FT_Launcher.exe&lt;br /&gt;
* Required redistributables installed&lt;br /&gt;
* Game folder excluded from antivirus / Windows Defender if needed&lt;br /&gt;
&lt;br /&gt;
Alternative setups such as Steam Deck, Linux or Mac may work, but they are not the primary supported setup and can require extra steps.&lt;br /&gt;
&lt;br /&gt;
== Windows Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Extract or Place the Game Folder ===&lt;br /&gt;
&lt;br /&gt;
Download or extract the JFTSE / Fanta Tennis game folder.&lt;br /&gt;
&lt;br /&gt;
Keep the game folder in a location where the launcher has permission to download, update and write files.&lt;br /&gt;
&lt;br /&gt;
Avoid placing the game folder in protected Windows locations if possible.&lt;br /&gt;
&lt;br /&gt;
Recommended examples:&lt;br /&gt;
&lt;br /&gt;
* Desktop&lt;br /&gt;
* Documents&lt;br /&gt;
* A custom Games folder, such as &amp;lt;code&amp;gt;C:\Games\JFTSE&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Install Microsoft Visual C++ Redistributables ===&lt;br /&gt;
&lt;br /&gt;
The game folder includes a &#039;&#039;&#039;redis&#039;&#039;&#039; folder with required runtime installers.&lt;br /&gt;
&lt;br /&gt;
Inside the &#039;&#039;&#039;redis&#039;&#039;&#039; folder, locate:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;VC_redist.x64.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;VC_redist.x86.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Install both versions:&lt;br /&gt;
&lt;br /&gt;
# Double-click &amp;lt;code&amp;gt;VC_redist.x64.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Follow the installer instructions.&lt;br /&gt;
# Accept the license agreement if prompted.&lt;br /&gt;
# Finish the installation.&lt;br /&gt;
# Double-click &amp;lt;code&amp;gt;VC_redist.x86.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Follow the installer instructions again.&lt;br /&gt;
# Finish the installation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Install both the 64-bit and 32-bit versions. Some older game components may require the 32-bit runtime even on a 64-bit Windows system.&lt;br /&gt;
&lt;br /&gt;
If you receive errors related to missing C++ components, see &#039;&#039;&#039;[[Troubleshooting#Fix 1: C++ 2015 (x86) is not installed|Troubleshooting: C++ Redistributable]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Install Microsoft DirectX End-User Runtime ===&lt;br /&gt;
&lt;br /&gt;
Inside the &#039;&#039;&#039;redis&#039;&#039;&#039; folder, locate:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dxwebsetup.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Install DirectX:&lt;br /&gt;
&lt;br /&gt;
# Double-click &amp;lt;code&amp;gt;dxwebsetup.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# The DirectX setup wizard will open.&lt;br /&gt;
# Click &#039;&#039;&#039;Next&#039;&#039;&#039;.&lt;br /&gt;
# Read and accept the license agreement.&lt;br /&gt;
# Continue through the setup.&lt;br /&gt;
# Let the installer check and install required DirectX components.&lt;br /&gt;
# Click &#039;&#039;&#039;Finish&#039;&#039;&#039; when the setup is complete.&lt;br /&gt;
&lt;br /&gt;
If you receive an error such as &amp;lt;code&amp;gt;d3dx9_43.dll is missing&amp;lt;/code&amp;gt;, see &#039;&#039;&#039;[[Troubleshooting#Fix 2: d3dx9_43.dll is missing|Troubleshooting: DirectX Runtime]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Start the Launcher ===&lt;br /&gt;
&lt;br /&gt;
In the game folder, locate:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Start the game through the launcher:&lt;br /&gt;
&lt;br /&gt;
# Double-click &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Let the launcher check for updates.&lt;br /&gt;
# Click the double rackets button to download or start the game.&lt;br /&gt;
# Wait until all required files are downloaded and updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Always use &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt; to keep the game files up to date.&lt;br /&gt;
&lt;br /&gt;
If the game says that you are using an old version, see &#039;&#039;&#039;[[Troubleshooting#Old Version Error (4002, -62)|Troubleshooting: Old Version Error]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Step 5: Add Antivirus / Windows Defender Exclusion ===&lt;br /&gt;
&lt;br /&gt;
After the launcher has downloaded all required game files, security software may block or remove important game files.&lt;br /&gt;
&lt;br /&gt;
The file &amp;lt;code&amp;gt;JFTSE.dll&amp;lt;/code&amp;gt; is required for the game to connect to the server. It is part of the anti-cheat and game modification system.&lt;br /&gt;
&lt;br /&gt;
If &amp;lt;code&amp;gt;JFTSE.dll&amp;lt;/code&amp;gt; is deleted, quarantined or blocked, you may see an error such as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You have been disconnected because you tried to connect with an old version.&lt;br /&gt;
Application will now shut down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recommended action:&lt;br /&gt;
&lt;br /&gt;
# Open Windows Security or your antivirus software.&lt;br /&gt;
# Check whether &amp;lt;code&amp;gt;JFTSE.dll&amp;lt;/code&amp;gt; was quarantined.&lt;br /&gt;
# Restore the file if needed.&lt;br /&gt;
# Add the full game folder to exclusions.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt; again.&lt;br /&gt;
&lt;br /&gt;
For more details, see &#039;&#039;&#039;[[Troubleshooting#Fix 3: JFTSE.dll was deleted|Troubleshooting: JFTSE.dll was deleted]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Launch and Play ===&lt;br /&gt;
&lt;br /&gt;
After installing the required components and updating the game:&lt;br /&gt;
&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Let the launcher check for updates.&lt;br /&gt;
# Start the game.&lt;br /&gt;
# Log in and adjust your settings if needed.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting During Installation ==&lt;br /&gt;
&lt;br /&gt;
If the game does not start correctly, check the following first:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Problem&lt;br /&gt;
! Possible cause&lt;br /&gt;
! Fix&lt;br /&gt;
|-&lt;br /&gt;
| Old version error&lt;br /&gt;
| Missing runtime, blocked JFTSE.dll or outdated files&lt;br /&gt;
| See &#039;&#039;&#039;[[Troubleshooting#Old Version Error (4002, -62)|Old Version Error]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Missing &amp;lt;code&amp;gt;d3dx9_43.dll&amp;lt;/code&amp;gt;&lt;br /&gt;
| DirectX runtime missing&lt;br /&gt;
| Install DirectX from the &#039;&#039;&#039;redis&#039;&#039;&#039; folder or see &#039;&#039;&#039;[[Troubleshooting#Fix 2: d3dx9_43.dll is missing|DirectX Fix]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Game closes or disconnects&lt;br /&gt;
| Anti-cheat file blocked or deleted&lt;br /&gt;
| Restore &amp;lt;code&amp;gt;JFTSE.dll&amp;lt;/code&amp;gt; and add the game folder to exclusions&lt;br /&gt;
|-&lt;br /&gt;
| Launcher does not update correctly&lt;br /&gt;
| Files are outdated or launcher cannot write files&lt;br /&gt;
| Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt; and make sure the folder is not blocked&lt;br /&gt;
|-&lt;br /&gt;
| Account already logged in&lt;br /&gt;
| Previous session did not close properly&lt;br /&gt;
| Wait a few minutes or see &#039;&#039;&#039;[[Troubleshooting#User Already Logged In (4002, -2)|User Already Logged In]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For the full list of known issues and fixes, see the &#039;&#039;&#039;[[Troubleshooting|Troubleshooting]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Mac Users ==&lt;br /&gt;
&lt;br /&gt;
JFTSE / Fanta Tennis is a Windows game.&lt;br /&gt;
&lt;br /&gt;
Mac users may be able to run the game by installing Windows through &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Possible setup:&lt;br /&gt;
&lt;br /&gt;
# Install Parallels Desktop.&lt;br /&gt;
# Install Windows inside Parallels.&lt;br /&gt;
# Install JFTSE / Fanta Tennis inside the Windows environment.&lt;br /&gt;
# Install the required Visual C++ Redistributables.&lt;br /&gt;
# Install the DirectX End-User Runtime.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Start the game from Windows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Compatibility may vary depending on the Mac model, Windows version and anti-cheat behavior.&lt;br /&gt;
&lt;br /&gt;
For additional notes, see &#039;&#039;&#039;[[Troubleshooting#Mac Users|Troubleshooting: Mac Users]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Steam Deck / Linux Setup ==&lt;br /&gt;
&lt;br /&gt;
JFTSE / Fanta Tennis does not natively support SteamOS or Proton.&lt;br /&gt;
&lt;br /&gt;
Due to the launcher, patcher and anti-cheat system, the game may not work correctly when launched directly through Steam.&lt;br /&gt;
&lt;br /&gt;
The currently documented working method uses:&lt;br /&gt;
&lt;br /&gt;
* Steam Deck Desktop Mode&lt;br /&gt;
* Q4Wine&lt;br /&gt;
* The Windows game files&lt;br /&gt;
* Manual launcher and game startup steps&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Before trying Steam Deck or Linux, it is recommended to install and test the Windows version first.&lt;br /&gt;
&lt;br /&gt;
=== Steam Deck Prerequisites ===&lt;br /&gt;
&lt;br /&gt;
You need:&lt;br /&gt;
&lt;br /&gt;
* Steam Deck running SteamOS&lt;br /&gt;
* Desktop Mode access&lt;br /&gt;
* Q4Wine installed&lt;br /&gt;
* JFTSE / Fanta Tennis Windows game files&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Switch to Desktop Mode ===&lt;br /&gt;
&lt;br /&gt;
# Hold the Power button.&lt;br /&gt;
# Select &#039;&#039;&#039;Switch to Desktop&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The game should be configured from Desktop Mode.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Install Q4Wine ===&lt;br /&gt;
&lt;br /&gt;
# Open Discover in Desktop Mode.&lt;br /&gt;
# Search for &#039;&#039;&#039;Q4Wine&#039;&#039;&#039;.&lt;br /&gt;
# Install Q4Wine.&lt;br /&gt;
&lt;br /&gt;
Q4Wine is used to run the launcher and game executable.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Run the Launcher First ===&lt;br /&gt;
&lt;br /&gt;
# Open Q4Wine.&lt;br /&gt;
# Navigate to the JFTSE / Fanta Tennis folder.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Open Advanced Options.&lt;br /&gt;
# Set:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Priority = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Let the launcher download and apply patches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Do not interrupt the patching process.&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Do Not Start the Game Immediately After Patching ===&lt;br /&gt;
&lt;br /&gt;
After patching is complete:&lt;br /&gt;
&lt;br /&gt;
# Do not click BAT files.&lt;br /&gt;
# Do not start the game immediately from the patcher.&lt;br /&gt;
# Close the launcher.&lt;br /&gt;
# Close Q4Wine completely.&lt;br /&gt;
&lt;br /&gt;
Optionally restart the Steam Deck to make sure Wine and anti-cheat related processes are fully closed.&lt;br /&gt;
&lt;br /&gt;
=== Step 5: First Actual Game Launch ===&lt;br /&gt;
&lt;br /&gt;
After the first patching process:&lt;br /&gt;
&lt;br /&gt;
# Open Q4Wine again.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FantaTennis.exe&amp;lt;/code&amp;gt; directly.&lt;br /&gt;
# Set the virtual desktop size:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Virtual Desktop Size = 1920x1080&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Open Advanced Options.&lt;br /&gt;
# Set:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Priority = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Confirm and launch the game.&lt;br /&gt;
&lt;br /&gt;
The anti-cheat may initialize required components. This can take a moment.&lt;br /&gt;
&lt;br /&gt;
Do not interrupt this process.&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Regular Steam Deck Use ===&lt;br /&gt;
&lt;br /&gt;
After the first successful launch:&lt;br /&gt;
&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt; first.&lt;br /&gt;
# Let it check and apply patches.&lt;br /&gt;
# Close the launcher completely.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FantaTennis.exe&amp;lt;/code&amp;gt; directly through Q4Wine.&lt;br /&gt;
&lt;br /&gt;
This method can help avoid anti-cheat lockups and startup issues.&lt;br /&gt;
&lt;br /&gt;
=== Steam Deck Notes ===&lt;br /&gt;
&lt;br /&gt;
* The game must usually be launched from Desktop Mode.&lt;br /&gt;
* Steam / Proton direct launch may not work correctly.&lt;br /&gt;
* If the game hangs on the anti-cheat screen, restart the Steam Deck.&lt;br /&gt;
* If Q4Wine remains stuck, close it completely or reboot before trying again.&lt;br /&gt;
&lt;br /&gt;
== Recommended Launch Order ==&lt;br /&gt;
&lt;br /&gt;
For Windows:&lt;br /&gt;
&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Let the game update.&lt;br /&gt;
# Start the game.&lt;br /&gt;
&lt;br /&gt;
For Steam Deck:&lt;br /&gt;
&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FT_Launcher.exe&amp;lt;/code&amp;gt; through Q4Wine.&lt;br /&gt;
# Let the game update.&lt;br /&gt;
# Close the launcher.&lt;br /&gt;
# Run &amp;lt;code&amp;gt;FantaTennis.exe&amp;lt;/code&amp;gt; directly through Q4Wine.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Troubleshooting]]&#039;&#039;&#039; – common errors and fixes.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Item-tab objects, Quick Slot items and Buff Items.&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains stats, attributes and secondary stats.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains the Enchant system.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Skills&amp;diff=265</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Skills&amp;diff=265"/>
		<updated>2026-05-05T14:14:07Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The term &#039;&#039;&#039;Skills&#039;&#039;&#039; can be confusing in JFTSE because many combat-like effects are handled through the &#039;&#039;&#039;Item → Quick Slot&#039;&#039;&#039; system.&lt;br /&gt;
&lt;br /&gt;
This page is kept as a terminology page to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
For numerical character values such as &#039;&#039;&#039;STR&#039;&#039;&#039;, &#039;&#039;&#039;STA&#039;&#039;&#039;, &#039;&#039;&#039;DEX&#039;&#039;&#039; and &#039;&#039;&#039;WIL&#039;&#039;&#039;, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
For usable combat and support items such as &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Meteor&#039;&#039;&#039;, &#039;&#039;&#039;Blizzard&#039;&#039;&#039;, &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, &#039;&#039;&#039;Rebirth&#039;&#039;&#039;, &#039;&#039;&#039;Item Bash&#039;&#039;&#039; or &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;, see the &#039;&#039;&#039;[[Items#Quick Slot Items|Quick Slot Items]]&#039;&#039;&#039; section on the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== What Should Be Documented Here? ==&lt;br /&gt;
&lt;br /&gt;
Only use this page for actual skills if the game has a clearly separate skill system outside of the Item tab.&lt;br /&gt;
&lt;br /&gt;
Do not use this page for:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#Attributes|Attributes]]&#039;&#039;&#039; such as &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stats]]&#039;&#039;&#039; such as Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage or HP&lt;br /&gt;
* &#039;&#039;&#039;[[Items#Quick Slot Items|Quick Slot Items]]&#039;&#039;&#039; such as Fireball, Meteor, Blizzard or Homing Soul&lt;br /&gt;
* &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Buff Items]]&#039;&#039;&#039; such as Item Bash, Blessed Aim, Frenzy or Defensive Auras&lt;br /&gt;
* Costume or equipment pieces&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Use for&lt;br /&gt;
! Main page&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Numerical values and bonuses&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX and WIL&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Attributes|Stats → Attributes]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Secondary Stats|Stats → Secondary Stats]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| Usable Item-tab objects such as Fireball, Meteor, Blizzard, Homing Soul, Healing or Rebirth&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Items|Items → Quick Slot Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot-related items with Synergistic Effects such as Item Bash, Blessed Aim, Frenzy or Defensive Auras&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Items → Buff Items]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| Equipment improvement system using Tablets, Elemental Stones and Jewels&lt;br /&gt;
| &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Confusions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Confusing term&lt;br /&gt;
! Correct page&lt;br /&gt;
! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
| &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039;&lt;br /&gt;
| These are Attributes, not skills.&lt;br /&gt;
|-&lt;br /&gt;
| Fireball, Meteor, Blizzard, Homing Soul&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Quick Slot Items|Quick Slot Items]]&#039;&#039;&#039;&lt;br /&gt;
| These are usable items from the Item tab.&lt;br /&gt;
|-&lt;br /&gt;
| Item Bash, Blessed Aim, Frenzy, Defensive Auras&lt;br /&gt;
| &#039;&#039;&#039;[[Items#Buff Items and Synergistic Effects|Buff Items]]&#039;&#039;&#039;&lt;br /&gt;
| These are item effects with Synergistic effects.&lt;br /&gt;
|-&lt;br /&gt;
| Move Speed, Charge Speed, Chargeshot Speed, HP&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stats]]&#039;&#039;&#039;&lt;br /&gt;
| These are numerical bonuses or derived values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains Stats, Attributes, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Item-tab objects, Quick Slot Items, Buff Items, Tools and Balls.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=264</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=264"/>
		<updated>2026-05-05T14:07:48Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Stats are numerical values and bonuses that affect gameplay in JFTSE.&lt;br /&gt;
&lt;br /&gt;
The wiki separates stats into two main groups:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; – the four core character values: &#039;&#039;&#039;STR&#039;&#039;&#039;, &#039;&#039;&#039;STA&#039;&#039;&#039;, &#039;&#039;&#039;DEX&#039;&#039;&#039; and &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039; – item-based or derived numerical bonuses such as &#039;&#039;&#039;Move Speed&#039;&#039;&#039;, &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;, &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;, &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;, &#039;&#039;&#039;Ball Damage&#039;&#039;&#039; or &#039;&#039;&#039;HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stats are not items.&lt;br /&gt;
&lt;br /&gt;
Items are objects from the &#039;&#039;&#039;Item&#039;&#039;&#039; tab, such as Quick Slot items, Buff Items, Tools or Balls.&lt;br /&gt;
&lt;br /&gt;
Stats are also not the same as Costume equipment. Costume equipment can provide stats, but the equipment itself belongs to the &#039;&#039;&#039;Costume&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
== Basic Terminology ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| General numerical values or bonuses that affect gameplay&lt;br /&gt;
| STR, STA, DEX, WIL, Move Speed, Charge Speed, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| The four core character values&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Item-based or derived numerical bonuses&lt;br /&gt;
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Objects from the Item tab&lt;br /&gt;
| Quick Slot items, Buff Items, Tools, Balls&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Costume&#039;&#039;&#039;&lt;br /&gt;
| Equipment and wearable gear&lt;br /&gt;
| Clothing, rackets, shoes, gloves, accessories&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| System used to improve equipment&lt;br /&gt;
| Attribute enchants, element enchants&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Stats describe values and bonuses. Items and Costume pieces can provide stats, but they are not stats themselves.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Attributes are the four main character values:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attributes can affect ball behavior, movement, survivability, damage-related mechanics and other gameplay systems.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased through:&lt;br /&gt;
&lt;br /&gt;
* Leveling up&lt;br /&gt;
* Costume or equipment bonuses&lt;br /&gt;
* Enchantments&lt;br /&gt;
* Other stat-providing effects&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039; that can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Commonly affects&lt;br /&gt;
! Related systems&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Offensive pressure&lt;br /&gt;
| Ball speed, offensive damage-related mechanics&lt;br /&gt;
| Ball speed, item damage setups, attack pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Survivability and recovery&lt;br /&gt;
| Damage reduction, recovery, durability&lt;br /&gt;
| Defensive setups, survival-focused gameplay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Agility and responsiveness&lt;br /&gt;
| Movement, turning, charge-related gameplay, projectile behavior&lt;br /&gt;
| Mobility, projectile setups, charge-related mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Ball behavior and ball pressure&lt;br /&gt;
| Ball curve, ball damage, spin-related behavior&lt;br /&gt;
| Ball damage setups, spin setups, curve-based play&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; is an Attribute related to offensive pressure.&lt;br /&gt;
&lt;br /&gt;
It can affect ball speed and offensive damage-related mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball speed.&lt;br /&gt;
* Supports offensive pressure.&lt;br /&gt;
* Can be related to item damage setups.&lt;br /&gt;
* Does not decrease ball damage.&lt;br /&gt;
* Higher STR can make curve-based ball behavior feel less noticeable because the ball travels faster and more directly.&lt;br /&gt;
&lt;br /&gt;
=== Skill Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The damage bonus from STR is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(0.35 × STR)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Bonus Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some item effects can also affect offensive gameplay. For example, &#039;&#039;&#039;Item Bash&#039;&#039;&#039; increases item damage as a buff effect, while STR is an Attribute related to offensive damage mechanics. These are related, but they are not the same system.&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; is an Attribute related to survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
It can reduce incoming damage from enemy attacks and help with recovery after being smashed or knocked down.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Reduces damage taken from enemy attacks.&lt;br /&gt;
* Reduces recovery time after being smashed or knocked down.&lt;br /&gt;
* Helps survivability-focused gameplay.&lt;br /&gt;
* Can be related to defensive item setups.&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Formula ===&lt;br /&gt;
&lt;br /&gt;
The damage reduction from STA is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(0.3 × STA)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Some item effects can also support survivability. For example, &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; increases damage resistance as a buff effect, while STA is an Attribute related to survivability and damage reduction.&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; is an Attribute related to agility, responsiveness and projectile behavior.&lt;br /&gt;
&lt;br /&gt;
DEX is one of the most generally useful Attributes because movement and responsiveness matter in many situations.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Improves left-right turning.&lt;br /&gt;
* Increases movement-related performance.&lt;br /&gt;
* Can affect charge-related gameplay.&lt;br /&gt;
* Increases projectile count for some projectile-based effects.&lt;br /&gt;
* Projectile scaling is relevant up to 60 DEX.&lt;br /&gt;
* Can reduce channel time for certain actions, up to a maximum of 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; DEX can affect charge-related gameplay, but specific bonuses such as &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039; are treated as &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039; or item-based effects. They should not be described as direct DEX effects unless the exact interaction is confirmed.&lt;br /&gt;
&lt;br /&gt;
=== Related Item Effects ===&lt;br /&gt;
&lt;br /&gt;
Some item effects are related to gameplay areas that DEX also affects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item effect&lt;br /&gt;
! Example item&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Bust of speed&lt;br /&gt;
| Related to movement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile +1&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim&lt;br /&gt;
| Related to projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Frenzy&lt;br /&gt;
| Secondary Stat / item-based effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; is an Attribute related to ball behavior and ball pressure.&lt;br /&gt;
&lt;br /&gt;
It affects ball curve, ball damage and ball-based gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball curve.&lt;br /&gt;
* Increases ball damage.&lt;br /&gt;
* Supports ball-pressure setups.&lt;br /&gt;
* Can be related to spin-based or ball-damage item effects.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The ball damage from WIL is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(0.52 × WIL))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Calculation&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 10 + floor(7.8) = 17&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 110&lt;br /&gt;
| 10 + floor(57.2)&lt;br /&gt;
| 67&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 10 + floor(70.2)&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 10 + floor(83.2)&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not a base value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guardian WIL Damage ===&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Related Item Effects ===&lt;br /&gt;
&lt;br /&gt;
Some item effects are related to ball behavior or ball damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item effect&lt;br /&gt;
! Example item&lt;br /&gt;
! Relation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin Increase&#039;&#039;&#039;&lt;br /&gt;
| Top Spin&lt;br /&gt;
| Related to ball behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage Increase&#039;&#039;&#039;&lt;br /&gt;
| Power Strike&lt;br /&gt;
| Related to ball damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are numerical bonuses that are not the four main Attributes.&lt;br /&gt;
&lt;br /&gt;
They are usually item-based or derived from other systems.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Serve&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Projectile Count&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secondary Stats can appear directly on items, Costume equipment or other effects.&lt;br /&gt;
&lt;br /&gt;
They can also overlap with gameplay areas affected by Attributes, but they should not be described as Attributes.&lt;br /&gt;
&lt;br /&gt;
== Attributes vs Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it is&lt;br /&gt;
! Examples&lt;br /&gt;
! Common sources&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| The four main character values&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
| Leveling, Costume/equipment bonuses, Enchant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Additional numerical bonuses or derived values&lt;br /&gt;
| Move Speed, Chargeshot Speed, Ball Damage, HP&lt;br /&gt;
| Items, Costume/equipment, buffs, other effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; DEX can affect charge-related gameplay, but &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039; from Frenzy is an item effect / Secondary Stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; WIL affects ball curve and ball damage, while &#039;&#039;&#039;Top Spin&#039;&#039;&#039; and &#039;&#039;&#039;Power Strike&#039;&#039;&#039; are item effects that affect ball spin or ball damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; STR is related to offensive damage mechanics, while &#039;&#039;&#039;Item Bash&#039;&#039;&#039; is a buff item that increases item damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats Examples ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! Meaning&lt;br /&gt;
! Related Attribute / Mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how fast the character moves&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects charge-related gameplay&lt;br /&gt;
| Charge mechanics&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects the speed of charged shots&lt;br /&gt;
| Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how fast the ball travels&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage&#039;&#039;&#039;&lt;br /&gt;
| Affects damage dealt by the ball&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin&#039;&#039;&#039;&lt;br /&gt;
| Affects spin or ball behavior&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Affects survivability&lt;br /&gt;
| Survivability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;&lt;br /&gt;
| Reduces incoming damage&lt;br /&gt;
| Defense / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile Count&#039;&#039;&#039;&lt;br /&gt;
| Affects the number of projectiles&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats and Items ==&lt;br /&gt;
&lt;br /&gt;
Items can provide or affect stats in different ways.&lt;br /&gt;
&lt;br /&gt;
Items from the &#039;&#039;&#039;Item&#039;&#039;&#039; tab include Quick Slot items, Buff Items, Tools, Clublogo items and Balls.&lt;br /&gt;
&lt;br /&gt;
Some items directly create temporary effects, such as:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; – increases item damage&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; – adds an additional projectile&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; – increases damage resistance&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039; – increases Chargeshot Speed&lt;br /&gt;
* &#039;&#039;&#039;Top Spin&#039;&#039;&#039; – increases ball spin&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; – increases ball damage&lt;br /&gt;
* &#039;&#039;&#039;Speed Ball&#039;&#039;&#039; – increases ball speed&lt;br /&gt;
* &#039;&#039;&#039;Bust of speed&#039;&#039;&#039; – increases movement speed&lt;br /&gt;
&lt;br /&gt;
These are item effects. They can be related to stats, but they are not Attributes themselves.&lt;br /&gt;
&lt;br /&gt;
For more information about Quick Slot items and Buff Items, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Stats and Costume ==&lt;br /&gt;
&lt;br /&gt;
Costume equipment can provide stats or bonuses.&lt;br /&gt;
&lt;br /&gt;
Costume includes equipment and wearable gear such as:&lt;br /&gt;
&lt;br /&gt;
* Clothing&lt;br /&gt;
* Rackets&lt;br /&gt;
* Shoes&lt;br /&gt;
* Gloves&lt;br /&gt;
* Accessories&lt;br /&gt;
* Rings&lt;br /&gt;
&lt;br /&gt;
Costume equipment belongs to the &#039;&#039;&#039;Costume&#039;&#039;&#039; category, not the Item tab.&lt;br /&gt;
&lt;br /&gt;
This means that Costume equipment should be documented separately from Items such as Quick Slot items, Tools or Balls.&lt;br /&gt;
&lt;br /&gt;
== Stats and Enchant ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; system can improve equipment by adding attribute bonuses or elemental effects.&lt;br /&gt;
&lt;br /&gt;
Attribute enchants can add one of the four main Attributes to equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For more information about Tablets, Elemental Stones, Jewels and the Enchant system, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Stats and Quick Slot Items ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items are usable items from the Item tab.&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot items have elements, cooldowns, durations or buff effects.&lt;br /&gt;
&lt;br /&gt;
They may behave like abilities during gameplay, but they are still items in the game interface.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* Fireball&lt;br /&gt;
* Meteor&lt;br /&gt;
* Blizzard&lt;br /&gt;
* Homing Soul&lt;br /&gt;
* Magic Circle&lt;br /&gt;
* Healing&lt;br /&gt;
* Rebirth&lt;br /&gt;
* Item Bash&lt;br /&gt;
* Blessed Aim&lt;br /&gt;
&lt;br /&gt;
For more information, see the &#039;&#039;&#039;[[Items#Quick Slot Items|Quick Slot Items]]&#039;&#039;&#039; section on the Items page.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Offensive damage mechanics and ball speed&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Limited direct value&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and charge-related gameplay&lt;br /&gt;
| Movement, projectiles and channel time&lt;br /&gt;
| Movement, charge-related gameplay and projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Curve and ball behavior&lt;br /&gt;
| Ball damage and ball pressure&lt;br /&gt;
| Ball damage against Guardian enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Mode ==&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, stats mostly affect ball behavior and movement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, turning and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports curve and ball behavior.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content.&lt;br /&gt;
&lt;br /&gt;
== Battle Mode ==&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses many stat and item interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; is related to offensive damage mechanics and ball speed.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports damage reduction and recovery.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, projectile behavior and charge-related gameplay.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage, ball curve and ball pressure.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items and Buff Items can also affect similar gameplay areas.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; supports item damage setups.&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; supports projectile setups.&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; supports survivability setups.&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039; supports ball-damage setups.&lt;br /&gt;
&lt;br /&gt;
== Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardian content uses dedicated scenario and combat systems.&lt;br /&gt;
&lt;br /&gt;
Stats can still be relevant in Guardian gameplay:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; supports ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; supports survivability and recovery.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; supports movement, charge-related gameplay and projectile behavior.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; supports ball damage.&lt;br /&gt;
&lt;br /&gt;
== How to Increase Stats ==&lt;br /&gt;
&lt;br /&gt;
Stats can be increased or affected through different systems.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased through:&lt;br /&gt;
&lt;br /&gt;
* Leveling up&lt;br /&gt;
* Costume/equipment bonuses&lt;br /&gt;
* Enchantments&lt;br /&gt;
&lt;br /&gt;
Secondary Stats can come from:&lt;br /&gt;
&lt;br /&gt;
* Items&lt;br /&gt;
* Costume/equipment bonuses&lt;br /&gt;
* Buff Items&lt;br /&gt;
* Temporary effects&lt;br /&gt;
* Mode-specific effects&lt;br /&gt;
&lt;br /&gt;
== Leveling Up ==&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These points can be assigned to one of the four main Attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Costume and Equipment Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Costume equipment can provide Attributes or Secondary Stats.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* STR, STA, DEX or WIL bonuses&lt;br /&gt;
* Move Speed&lt;br /&gt;
* Charge-related bonuses&lt;br /&gt;
* Ball-related bonuses&lt;br /&gt;
* HP or survivability bonuses&lt;br /&gt;
&lt;br /&gt;
Costume equipment should be documented separately from Item-tab objects.&lt;br /&gt;
&lt;br /&gt;
== Buff Effects ==&lt;br /&gt;
&lt;br /&gt;
Buff Items can temporarily affect gameplay.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Effect&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Increases item damage&lt;br /&gt;
| Item damage / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Adds an additional projectile&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Increases damage resistance&lt;br /&gt;
| Defense / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Increases Chargeshot Speed&lt;br /&gt;
| Secondary Stat / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Increases ball spin&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Increases ball damage&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Increases ball speed&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Increases movement speed&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Buff effects are item effects. They can be related to stats, but they are not Attributes.&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Correct explanation&lt;br /&gt;
|-&lt;br /&gt;
| Calling Fireball, Meteor or Blizzard character stats&lt;br /&gt;
| They are Quick Slot items from the Item tab&lt;br /&gt;
|-&lt;br /&gt;
| Calling Quick Slot items Attributes&lt;br /&gt;
| Attributes are only STR, STA, DEX and WIL&lt;br /&gt;
|-&lt;br /&gt;
| Calling Chargeshot Speed a direct DEX effect&lt;br /&gt;
| Chargeshot Speed is a Secondary Stat or item-based effect&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Items and Costume&lt;br /&gt;
| Items belong to the Item tab; Costume includes equipment and wearable gear&lt;br /&gt;
|-&lt;br /&gt;
| Treating item effects as Attributes&lt;br /&gt;
| Item effects can be related to stats, but they are not Attributes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki terminology consistent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Use this term&lt;br /&gt;
! For this&lt;br /&gt;
! Do not confuse with&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| General numerical values and bonuses&lt;br /&gt;
| Items or Costume pieces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX and WIL&lt;br /&gt;
| Quick Slot items or item effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses&lt;br /&gt;
| Attributes or Quick Slot items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Item-tab objects such as Quick Slot items, Buff Items, Tools and Balls&lt;br /&gt;
| Costume equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Costume&#039;&#039;&#039;&lt;br /&gt;
| Clothing, rackets, shoes, gloves, accessories and other equipment pieces&lt;br /&gt;
| Item-tab objects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchant&#039;&#039;&#039;&lt;br /&gt;
| Equipment improvement system&lt;br /&gt;
| Quick Slot item effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Linking Guide for Other Pages ==&lt;br /&gt;
&lt;br /&gt;
Other wiki pages should link here when explaining stats, attributes or secondary stats.&lt;br /&gt;
&lt;br /&gt;
Use these links for Attributes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#STR|STR]]&lt;br /&gt;
[[Stats#STA|STA]]&lt;br /&gt;
[[Stats#DEX|DEX]]&lt;br /&gt;
[[Stats#WIL|WIL]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for the general Attributes section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Attributes|Attributes]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for Secondary Stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Secondary Stats|Secondary Stats]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link when explaining the difference between stats and item effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Stats and Items|Stats and Items]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains Item-tab objects, Quick Slot items, Buff Items, Tools and Balls.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities, if documented separately.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=263</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=263"/>
		<updated>2026-05-05T14:05:34Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Stats describe numerical character values and bonuses in JFTSE.&lt;br /&gt;
&lt;br /&gt;
The wiki separates stats into two main groups:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; – the four core character values: &#039;&#039;&#039;STR&#039;&#039;&#039;, &#039;&#039;&#039;STA&#039;&#039;&#039;, &#039;&#039;&#039;DEX&#039;&#039;&#039; and &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039; – item-based or derived bonuses such as &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;, &#039;&#039;&#039;Move Speed&#039;&#039;&#039;, &#039;&#039;&#039;Smash&#039;&#039;&#039;, &#039;&#039;&#039;Serve&#039;&#039;&#039; or &#039;&#039;&#039;HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Stats vs Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Numerical values or bonuses that affect gameplay&lt;br /&gt;
| STR, STA, DEX, WIL, Charge Speed, Move Speed, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| The four core character values&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Item-based or derived bonuses, often affected by attributes&lt;br /&gt;
| Charge Speed, Move Speed, Smash, Serve, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Actual abilities used during gameplay&lt;br /&gt;
| Meteor, Fireball, Blizzard, Homing Soul, SS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Values such as Charge Speed, Move Speed, Smash, Serve or HP are not skills. They are stats.&lt;br /&gt;
&lt;br /&gt;
Skills are actual abilities. Stats can affect gameplay and may influence the effectiveness of some actions, but stats are not skills themselves.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Attributes are the four main character values:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attributes are core character values. They can affect ball behavior, movement, survivability, skill damage and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased by leveling up and can also come from equipment or enchantments.&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039; that can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Commonly affects&lt;br /&gt;
! Most relevant in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Offensive power&lt;br /&gt;
| Ball speed, skill damage&lt;br /&gt;
| Basic, Battle, Guardian&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Survivability and recovery&lt;br /&gt;
| Skill damage reduction, knockdown recovery&lt;br /&gt;
| Battle, Guardian&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Agility and responsiveness&lt;br /&gt;
| Movement, charge speed, projectiles, channel time&lt;br /&gt;
| All modes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Curve and ball pressure&lt;br /&gt;
| Ball curve, ball damage, miss damage&lt;br /&gt;
| Basic, Battle, Guardian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; increases offensive pressure.&lt;br /&gt;
&lt;br /&gt;
It mainly affects ball speed and skill damage.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball speed.&lt;br /&gt;
* Increases skill damage.&lt;br /&gt;
* Helps create stronger offensive pressure.&lt;br /&gt;
* Does not decrease ball damage.&lt;br /&gt;
* Higher STR can make WIL-based curve feel less noticeable because the ball travels faster and more directly.&lt;br /&gt;
&lt;br /&gt;
=== Skill Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The skill damage bonus from STR is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(0.35 × STR)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skill Damage Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Skill damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; improves survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
It mainly reduces incoming skill damage and helps with recovery after being smashed or knocked down.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Reduces damage taken from enemy skill attacks.&lt;br /&gt;
* Reduces recovery time after being smashed or knocked down.&lt;br /&gt;
* Helps the charge bar fill faster.&lt;br /&gt;
* May increase the speed of certain return shots after absorbing enemy pressure.&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Formula ===&lt;br /&gt;
&lt;br /&gt;
The damage reduction from STA is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(0.3 × STA)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; improves agility, responsiveness and certain skill mechanics.&lt;br /&gt;
&lt;br /&gt;
DEX is one of the most generally useful attributes because movement matters in every mode.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Improves left-right turning.&lt;br /&gt;
* Increases movement speed.&lt;br /&gt;
* Makes ball charging faster.&lt;br /&gt;
* Increases projectile count for Blizzard, Meteor and Homing Soul.&lt;br /&gt;
* Projectile scaling is relevant up to 60 DEX.&lt;br /&gt;
* Decreases skill channel time, up to a maximum of 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable.&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; improves ball curve and ball-based pressure.&lt;br /&gt;
&lt;br /&gt;
It affects ball damage, curve and damage when enemies miss the ball in Battle Mode.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball curve.&lt;br /&gt;
* Increases ball damage.&lt;br /&gt;
* Increases damage dealt when enemies miss the ball in Battle Mode.&lt;br /&gt;
* In Guardian Mode, WIL can increase ball damage against Guardian enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The ball damage from WIL is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(0.52 × WIL))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Calculation&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 10 + floor(7.8) = 17&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 110&lt;br /&gt;
| 10 + floor(57.2)&lt;br /&gt;
| 67&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 10 + floor(70.2)&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 10 + floor(83.2)&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not a base value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guardian WIL Damage ===&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are item-based or derived bonuses.&lt;br /&gt;
&lt;br /&gt;
They are not attributes and they are not skills.&lt;br /&gt;
&lt;br /&gt;
Secondary Stats can appear directly on equipment, and some of them can also be influenced by attributes.&lt;br /&gt;
&lt;br /&gt;
Examples of Secondary Stats include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Serve&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shot-related bonuses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense-related bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes vs Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Attributes are the core values of your character.&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are additional bonuses that usually come from equipment or are influenced by attributes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it is&lt;br /&gt;
! Where it comes from&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| Main character values&lt;br /&gt;
| Leveling, equipment, enchantments&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Additional item-based or derived bonuses&lt;br /&gt;
| Mostly equipment, sometimes influenced by attributes&lt;br /&gt;
| Charge Speed, Move Speed, Smash, Serve, HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats Examples ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! Description&lt;br /&gt;
! Related Attribute&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how quickly the ball charge builds up&lt;br /&gt;
| Mainly influenced by DEX and certain equipment bonuses&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how fast the character moves&lt;br /&gt;
| Mainly influenced by DEX and equipment bonuses&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
| Affects smash-related performance&lt;br /&gt;
| Usually item-based&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serve&#039;&#039;&#039;&lt;br /&gt;
| Affects serve-related performance&lt;br /&gt;
| Usually item-based&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Affects survivability&lt;br /&gt;
| Usually item-based or mode-specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Secondary Stats should not be described as skills. Skills are actual abilities, while Secondary Stats are numerical bonuses or derived values.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Skill damage and ball speed&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Limited direct value&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and charge speed&lt;br /&gt;
| Movement, projectiles and channel time&lt;br /&gt;
| Movement, charge speed and projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Curve and ball behavior&lt;br /&gt;
| Ball damage and miss damage&lt;br /&gt;
| Ball damage against Guardian enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Mode ==&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, attributes mostly affect ball behavior and movement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, turning and charge speed.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects curve and ball behavior.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content.&lt;br /&gt;
&lt;br /&gt;
== Battle Mode ==&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses the widest range of attribute interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases skill damage and ball speed.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; reduces enemy skill damage taken and improves recovery.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement and increases projectile count for certain skills.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; increases curve, ball damage and miss damage.&lt;br /&gt;
&lt;br /&gt;
== Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardian content uses dedicated scenario and skill systems.&lt;br /&gt;
&lt;br /&gt;
Attributes are still relevant in Guardian gameplay:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; improves ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; improves recovery and reduces incoming enemy skill damage.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, charge speed and projectile-based skill behavior.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; improves curve and ball damage.&lt;br /&gt;
&lt;br /&gt;
== How to Increase Stats ==&lt;br /&gt;
&lt;br /&gt;
Stats can be increased in different ways depending on the type of stat.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased through:&lt;br /&gt;
&lt;br /&gt;
* Leveling up&lt;br /&gt;
* Equipment bonuses&lt;br /&gt;
* Enchantments&lt;br /&gt;
&lt;br /&gt;
Secondary Stats mostly come from:&lt;br /&gt;
&lt;br /&gt;
* Equipment&lt;br /&gt;
* Item bonuses&lt;br /&gt;
* Mode-specific effects&lt;br /&gt;
* Attribute influence&lt;br /&gt;
&lt;br /&gt;
=== Leveling Up ===&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These points can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Equipment can provide additional attribute bonuses.&lt;br /&gt;
&lt;br /&gt;
Items may add STR, STA, DEX or WIL directly.&lt;br /&gt;
&lt;br /&gt;
Equipment can also provide Secondary Stats such as Charge Speed, Move Speed, Smash, Serve or HP.&lt;br /&gt;
&lt;br /&gt;
For more information about equipment, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Enchantments ===&lt;br /&gt;
&lt;br /&gt;
Attributes can also be added to equipment through enchantments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tablets&#039;&#039;&#039; are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
For more information about enchantments, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki consistent, use these terms clearly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Use this term&lt;br /&gt;
! For this&lt;br /&gt;
! Do not call it&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| General numerical values and bonuses&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Charge Speed, Move Speed, Smash, Serve, HP&lt;br /&gt;
| Skills or Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Actual abilities such as Meteor, Fireball, Blizzard, Homing Soul or SS&lt;br /&gt;
| Stats&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Equipment, consumables and gear&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchantments&#039;&#039;&#039;&lt;br /&gt;
| Systems that improve equipment&lt;br /&gt;
| Attributes themselves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Linking Guide for Other Pages ==&lt;br /&gt;
&lt;br /&gt;
Other wiki pages should link here when explaining stats, attributes or secondary stats.&lt;br /&gt;
&lt;br /&gt;
Use these links for attributes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#STR|STR]]&lt;br /&gt;
[[Stats#STA|STA]]&lt;br /&gt;
[[Stats#DEX|DEX]]&lt;br /&gt;
[[Stats#WIL|WIL]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for the general attributes section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Attributes|Attributes]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for secondary stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Secondary Stats|Secondary Stats]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains equipment, item bonuses and gear.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Skill Tablets, Elemental Stones and Jewels.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Items&amp;diff=262</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Items&amp;diff=262"/>
		<updated>2026-05-05T13:54:10Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Items are objects found under the &#039;&#039;&#039;Item&#039;&#039;&#039; tab in JFTSE.&lt;br /&gt;
&lt;br /&gt;
This page focuses on the in-game Item categories:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quick Slot&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clublogo&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Balls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costume and equipment pieces such as clothing, rackets, shoes, gloves, accessories and rings belong to the &#039;&#039;&#039;Costume&#039;&#039;&#039; category and should be documented separately.&lt;br /&gt;
&lt;br /&gt;
Items can have different purposes. Some are used directly during gameplay, while others provide support effects, utility functions or cosmetic options.&lt;br /&gt;
&lt;br /&gt;
For information about stats, attributes and secondary stats, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Item Categories ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Purpose&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| Special or convenience items&lt;br /&gt;
| Depends on shop and inventory availability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot&#039;&#039;&#039;&lt;br /&gt;
| Usable gameplay items that can be placed into Quick Slots&lt;br /&gt;
| Includes attack, defense, recovery, support, utility and buff-related items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
| Utility items used for specific functions&lt;br /&gt;
| Used outside or inside specific systems depending on the item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clublogo&#039;&#039;&#039;&lt;br /&gt;
| Items related to club logo customization&lt;br /&gt;
| Used for club-related visuals&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Balls&#039;&#039;&#039;&lt;br /&gt;
| Ball-related items&lt;br /&gt;
| Includes ball items or cosmetic ball options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Important Terminology ==&lt;br /&gt;
&lt;br /&gt;
The Item system uses several terms that can be confusing for new players.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item&#039;&#039;&#039;&lt;br /&gt;
| An object from the Item tab&lt;br /&gt;
| Includes Quick Slot items, tools, balls and other item-tab objects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Item&#039;&#039;&#039;&lt;br /&gt;
| A usable item that can be placed into a Quick Slot and activated during gameplay&lt;br /&gt;
| Examples include Fireball, Meteor, Healing and Rebirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Item&#039;&#039;&#039;&lt;br /&gt;
| A special Quick Slot-related item with a temporary supportive effect&lt;br /&gt;
| Examples include Item Bash, Blessed Aim, Frenzy and Defensive Auras&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Synergistic Effect&#039;&#039;&#039;&lt;br /&gt;
| A buff effect shown in the item tooltip&lt;br /&gt;
| Examples include Damage Increase, Projectile +1 or Movement Speed Up&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooltime&#039;&#039;&#039;&lt;br /&gt;
| The waiting time before an item can be used again&lt;br /&gt;
| The game uses the term Cooltime for cooldown time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| The amount of time an effect stays active after being used&lt;br /&gt;
| Important for Buff Items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
| The elemental type of an item, if it has one&lt;br /&gt;
| Fire, Wind, Earth, Water or None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Quick Slot items may behave like abilities during gameplay, but they are still items in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Items ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items are usable items that can be placed into Quick Slots and activated during gameplay.&lt;br /&gt;
&lt;br /&gt;
They are shown under the &#039;&#039;&#039;Item → Quick Slot&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items can have:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Guardian Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Count&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gold price&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Item effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergistic effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot items are direct attack items, while others are defensive, supportive, recovery-based, utility-based or buff-related.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Quick Slot items are items, not character stats. Some of them behave like combat abilities during gameplay, but they are still item-based in the game interface.&lt;br /&gt;
&lt;br /&gt;
For terminology about stats and attributes, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Tooltip Information ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot item tooltips show important information about how an item works.&lt;br /&gt;
&lt;br /&gt;
The wiki uses the same terminology as the in-game tooltip, but also explains what each term means.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tooltip field&lt;br /&gt;
! Meaning&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039;&lt;br /&gt;
| The shop price of the item&lt;br /&gt;
| 1600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Count&#039;&#039;&#039;&lt;br /&gt;
| The number of item uses or item copies received when buying the item&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element&#039;&#039;&#039;&lt;br /&gt;
| The elemental type of the item, if it has one&lt;br /&gt;
| Fire, Wind, Earth, Water, None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battle Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
| The cooldown time before the item can be used again in Battle Mode&lt;br /&gt;
| 45 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
| The cooldown time before the item can be used again in Guardian Mode&lt;br /&gt;
| 7 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
| The amount of time an item effect or buff stays active after being used&lt;br /&gt;
| 20 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| A short explanation of what the item does&lt;br /&gt;
| Attacks an adversary with Fireball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Synergistic&#039;&#039;&#039;&lt;br /&gt;
| A special item effect that supports other actions, items or gameplay mechanics&lt;br /&gt;
| Damage Increase, Projectile +1, Movement Speed Up&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooltime and Duration ==&lt;br /&gt;
&lt;br /&gt;
The game uses the term &#039;&#039;&#039;Cooltime&#039;&#039;&#039; for cooldown time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooltime&#039;&#039;&#039; means how long you have to wait before an item can be used again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039; means how long the item effect stays active after using the item.&lt;br /&gt;
&lt;br /&gt;
This difference is especially important for Buff Items.&lt;br /&gt;
&lt;br /&gt;
For example, if a Buff Item has:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Duration: 20 seconds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cooltime: 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
then the effect lasts longer than the cooldown.&lt;br /&gt;
&lt;br /&gt;
This means that the player may be able to use another buff while the first one is still active, especially when using &#039;&#039;&#039;Buff Slot Expansion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
# Use &#039;&#039;&#039;Item Bash&#039;&#039;&#039;.&lt;br /&gt;
# Item Bash stays active for 20 seconds.&lt;br /&gt;
# After 10 seconds, another buff can be used.&lt;br /&gt;
# Use &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; while Item Bash is still active.&lt;br /&gt;
# Both effects can overlap for a short time.&lt;br /&gt;
&lt;br /&gt;
This timing is important for setups that combine damage buffs and projectile buffs.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Item Types ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot items can be grouped by their main function.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Purpose&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
| Deals damage or applies offensive pressure&lt;br /&gt;
| Fireball, Meteor, Inferno, Blizzard, Homing Soul&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trap / Area Control&#039;&#039;&#039;&lt;br /&gt;
| Creates traps or area-based effects&lt;br /&gt;
| Magic Circle, Crap trap&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
| Disables, transforms or disrupts enemies&lt;br /&gt;
| Flash Bomb, Kiss of Medusa, Polymorph, Minimum&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
| Protects the player or reduces incoming pressure&lt;br /&gt;
| Area Shield, Holy Shield&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
| Restores strength or heals players&lt;br /&gt;
| Magic Potion, Healing items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
| Helps teammates or changes the match state&lt;br /&gt;
| Rebirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
| Provides non-damage effects&lt;br /&gt;
| Sandglass&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff&#039;&#039;&#039;&lt;br /&gt;
| Improves item damage, projectiles, movement, defense or ball behavior for a limited time&lt;br /&gt;
| Item Bash, Blessed Aim, Defensive Auras, Frenzy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elemental Quick Slot Items ==&lt;br /&gt;
&lt;br /&gt;
Some Quick Slot items have an element shown in their tooltip.&lt;br /&gt;
&lt;br /&gt;
Elements are important because they can interact with element-based systems and enchantments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Example items&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Inferno&lt;br /&gt;
| Fire-based attack items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Magic Circle, Homing Soul&lt;br /&gt;
| Wind-based attack or area-control items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crap trap, Kiss of Medusa&lt;br /&gt;
| Earth-based trap or control items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Water-based attack item&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;None&#039;&#039;&#039;&lt;br /&gt;
| Healing items, shields, support items, utility items, buff items&lt;br /&gt;
| Items without an elemental type&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Not every Quick Slot item has an element. Items without an element can still be useful because of their effect, cooldown, duration or support value.&lt;br /&gt;
&lt;br /&gt;
For more information about elemental attack, elemental defense and element reactions, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Item Examples ==&lt;br /&gt;
&lt;br /&gt;
The following table lists common Quick Slot item examples and their visible tooltip information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! Effect / Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fireball&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Attack&lt;br /&gt;
| Attacks an adversary with Fireball&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meteor&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Attack&lt;br /&gt;
| Attacks an adversary with falling meteors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inferno&#039;&#039;&#039;&lt;br /&gt;
| Fire&lt;br /&gt;
| Attack / Area&lt;br /&gt;
| Creates a small area of chaos which inflicts damage on nearby targets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Circle&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| Trap / Area Control&lt;br /&gt;
| Spawns magical circles on the player&#039;s court side&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Homing Soul&#039;&#039;&#039;&lt;br /&gt;
| Wind&lt;br /&gt;
| Attack&lt;br /&gt;
| Attacks an adversary by shooting a crystal of Homing Soul&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crap trap&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| Trap&lt;br /&gt;
| Sets up a spider trap&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kiss of Medusa&#039;&#039;&#039;&lt;br /&gt;
| Earth&lt;br /&gt;
| Control&lt;br /&gt;
| Transforms the target into a Moai statue for a short time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blizzard&#039;&#039;&#039;&lt;br /&gt;
| Water&lt;br /&gt;
| Attack&lt;br /&gt;
| Random attack with Blizzards&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flash Bomb&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Control&lt;br /&gt;
| Blinds enemies for a short time&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area Shield&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Defense&lt;br /&gt;
| Grants a magical shield&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Holy Shield&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Defense&lt;br /&gt;
| Defends the user and can make item effects ineffective&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Magic Potion&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Recovery&lt;br /&gt;
| Recovers strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Healing (Small / Medium)&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Recovery&lt;br /&gt;
| Heals the user or nearby players&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebirth&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Support&lt;br /&gt;
| Resurrects a teammate with limited strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sandglass&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Utility&lt;br /&gt;
| Delays the time limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polymorph&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Control&lt;br /&gt;
| Transforms an adversary into a chick&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum&#039;&#039;&#039;&lt;br /&gt;
| None&lt;br /&gt;
| Control&lt;br /&gt;
| Turns adversaries into tiny dwarves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buff Items and Synergistic Effects ==&lt;br /&gt;
&lt;br /&gt;
Some items in the Quick Slot category are not classic attack, defense, recovery or support Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
Instead, they are &#039;&#039;&#039;Buff Items&#039;&#039;&#039; with &#039;&#039;&#039;Synergistic Effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These items are used to improve the performance of other Quick Slot items or gameplay actions for a short time.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These items usually have:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Element: None&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergistic effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Guardian Mode Cooltime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are not used in the same way as classic Quick Slot attack items such as Fireball, Meteor or Blizzard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Buff Items are still items. Their effects should not be described as attributes or skills.&lt;br /&gt;
&lt;br /&gt;
== Regular Quick Slot Items vs Buff Items ==&lt;br /&gt;
&lt;br /&gt;
Regular Quick Slot items are usually used directly for an immediate effect, such as attacking, healing, shielding or disrupting an opponent.&lt;br /&gt;
&lt;br /&gt;
Buff Items are different. They temporarily improve another gameplay area, such as item damage, projectile count, movement speed, ball damage or damage resistance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! How it is used&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Regular Quick Slot Item&#039;&#039;&#039;&lt;br /&gt;
| Used directly for an attack, defense, recovery or utility effect&lt;br /&gt;
| Fireball, Blizzard, Healing, Rebirth, Holy Shield&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Item&#039;&#039;&#039;&lt;br /&gt;
| Used to temporarily improve another action or item setup&lt;br /&gt;
| Item Bash, Blessed Aim, Defensive Auras, Frenzy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buff Slot System ==&lt;br /&gt;
&lt;br /&gt;
Buff Items use a separate slot system from regular Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
In the inventory or bag, there is a dedicated slot for these buff-type Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
This means that a player can use a Buff Item to improve their setup without replacing a normal attack, defense, recovery or utility Quick Slot item.&lt;br /&gt;
&lt;br /&gt;
Some bags can expand this system and allow more than one Buff Item to be used at the same time.&lt;br /&gt;
&lt;br /&gt;
This is called &#039;&#039;&#039;Buff Slot Expansion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Buff Slot Expansion ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buff Slot Expansion&#039;&#039;&#039; allows players to use multiple Buff Items at the same time.&lt;br /&gt;
&lt;br /&gt;
For example, a player can combine:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Item Bash&#039;&#039;&#039; – increases item damage&lt;br /&gt;
* &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; – adds an additional projectile&lt;br /&gt;
&lt;br /&gt;
This can be useful for increasing offensive pressure, because one buff increases damage while the other can increase the number of projectiles.&lt;br /&gt;
&lt;br /&gt;
== Buff Timing ==&lt;br /&gt;
&lt;br /&gt;
Buff Items usually have a short duration and cooldown.&lt;br /&gt;
&lt;br /&gt;
Many Buff Items last around &#039;&#039;&#039;20 seconds&#039;&#039;&#039; and have a cooldown of around &#039;&#039;&#039;10 seconds&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Because of this, timing is important.&lt;br /&gt;
&lt;br /&gt;
If a player has multiple buff slots, they can rotate buffs to keep several effects active at the same time.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
# Use &#039;&#039;&#039;Item Bash&#039;&#039;&#039; to increase item damage.&lt;br /&gt;
# Wait until the cooldown allows another buff action.&lt;br /&gt;
# Use &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; to add an additional projectile.&lt;br /&gt;
# Keep alternating the buffs to maintain both effects as much as possible.&lt;br /&gt;
&lt;br /&gt;
This timing can be important in Battle Mode, especially when using attack items that benefit from damage increases or additional projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Buff Items should usually be activated shortly before using the Quick Slot items or gameplay actions they are meant to support.&lt;br /&gt;
&lt;br /&gt;
== Synergistic Effects ==&lt;br /&gt;
&lt;br /&gt;
Synergistic Effects are item-specific buffs.&lt;br /&gt;
&lt;br /&gt;
They should not be confused with Attributes, Secondary Stats or Skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Synergistic effect&lt;br /&gt;
! Effect&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bust of speed&#039;&#039;&#039;&lt;br /&gt;
| Movement Speed Up&lt;br /&gt;
| Increases movement speed&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Ball Spin Increase&lt;br /&gt;
| Increases ball spin&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Chargeshot Speed Up&lt;br /&gt;
| Increases Chargeshot Speed&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stat]]&#039;&#039;&#039; / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Damage Increase&lt;br /&gt;
| Increases item damage&lt;br /&gt;
| Item damage / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Defense Increase&lt;br /&gt;
| Increases damage resistance&lt;br /&gt;
| Defense / survivability / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Projectile +1&lt;br /&gt;
| Adds an additional projectile&lt;br /&gt;
| Projectiles / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Ball Damage Increase&lt;br /&gt;
| Increases ball damage&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Ball Speed Up&lt;br /&gt;
| Increases ball speed&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Effects and Stats ==&lt;br /&gt;
&lt;br /&gt;
Some item effects interact with gameplay mechanics that can also be influenced by stats.&lt;br /&gt;
&lt;br /&gt;
This does not mean that the item effect is the same as the stat.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item effect&lt;br /&gt;
! Example item&lt;br /&gt;
! Related stat / mechanic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Bust of speed&lt;br /&gt;
| Movement / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Spin Increase&#039;&#039;&#039;&lt;br /&gt;
| Top Spin&lt;br /&gt;
| Ball behavior / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Frenzy&lt;br /&gt;
| &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stat]]&#039;&#039;&#039; / item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage Increase&#039;&#039;&#039;&lt;br /&gt;
| Item Bash&lt;br /&gt;
| Item damage / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Increase&#039;&#039;&#039;&lt;br /&gt;
| Defensive Auras&lt;br /&gt;
| Defense / survivability / &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile +1&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim&lt;br /&gt;
| Adds an additional projectile / &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Damage Increase&#039;&#039;&#039;&lt;br /&gt;
| Power Strike&lt;br /&gt;
| Ball damage / &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball Speed Up&#039;&#039;&#039;&lt;br /&gt;
| Speed Ball&lt;br /&gt;
| Ball speed / &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; These are still item effects. They should not be described as stats or skills. Some item effects simply affect similar gameplay areas as certain stats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Item effects can be related to similar gameplay areas as stats, but they are still separate systems. For example, &#039;&#039;&#039;Item Bash&#039;&#039;&#039; increases item damage as a buff effect, while &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039; is related to offensive damage mechanics. &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039; increases damage resistance as a buff effect, while &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039; is related to survivability and damage reduction. &#039;&#039;&#039;Top Spin&#039;&#039;&#039; and &#039;&#039;&#039;Power Strike&#039;&#039;&#039; affect ball behavior or ball damage, while &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039; is related to ball curve and ball damage. &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039; adds an additional projectile, while &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; is related to projectile behavior. This does not make these buff effects attributes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Chargeshot Speed is treated as a &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stat]]&#039;&#039;&#039; or item-based effect. &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; can affect charge-related gameplay, but the Chargeshot Speed bonus itself comes from item effects such as &#039;&#039;&#039;Frenzy&#039;&#039;&#039; or other item bonuses.&lt;br /&gt;
&lt;br /&gt;
For detailed information about stats such as &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Buff Item Strategy ==&lt;br /&gt;
&lt;br /&gt;
Buff Items are strongest when used with the right Quick Slot items.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Buff item&lt;br /&gt;
! Works well with&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Item Bash&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Blizzard, Homing Soul, Inferno&lt;br /&gt;
| Increases item damage and supports offensive item setups related to &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;&lt;br /&gt;
| Projectile-based items&lt;br /&gt;
| Adds an additional projectile and supports projectile setups related to &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defensive Auras&#039;&#039;&#039;&lt;br /&gt;
| Defensive or survival-focused setups&lt;br /&gt;
| Increases damage resistance and supports survivability setups related to &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
| Charge-based gameplay&lt;br /&gt;
| Increases Chargeshot Speed as an item effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Speed Ball&#039;&#039;&#039;&lt;br /&gt;
| Ball-pressure setups&lt;br /&gt;
| Increases ball speed and supports ball-speed setups related to &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Top Spin&#039;&#039;&#039;&lt;br /&gt;
| Spin-based gameplay&lt;br /&gt;
| Increases ball spin and supports ball-behavior setups related to &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Strike&#039;&#039;&#039;&lt;br /&gt;
| Ball-damage setups&lt;br /&gt;
| Increases ball damage and supports ball-damage setups related to &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; Buff Items should be timed before using important attack or support items. Using a buff too early can waste part of its duration.&lt;br /&gt;
&lt;br /&gt;
== Quick Slot Item Strategy ==&lt;br /&gt;
&lt;br /&gt;
Quick Slot item setups depend on the player&#039;s goal.&lt;br /&gt;
&lt;br /&gt;
A player can build around:&lt;br /&gt;
&lt;br /&gt;
* Direct damage&lt;br /&gt;
* Projectile pressure&lt;br /&gt;
* Area control&lt;br /&gt;
* Defensive survival&lt;br /&gt;
* Healing and support&lt;br /&gt;
* Utility and disruption&lt;br /&gt;
* Buff-enhanced item damage&lt;br /&gt;
* Ball pressure&lt;br /&gt;
&lt;br /&gt;
A strong setup usually combines regular Quick Slot items with suitable Buff Items.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Goal&lt;br /&gt;
! Possible setup idea&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High item damage&#039;&#039;&#039;&lt;br /&gt;
| Item Bash + offensive Quick Slot items&lt;br /&gt;
| Increases the damage of attack items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Projectile pressure&#039;&#039;&#039;&lt;br /&gt;
| Blessed Aim + projectile-based items&lt;br /&gt;
| Adds more projectile pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Survivability&#039;&#039;&#039;&lt;br /&gt;
| Defensive Auras + shields or healing&lt;br /&gt;
| Helps survive enemy pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mobility&#039;&#039;&#039;&lt;br /&gt;
| Bust of speed + movement-based play&lt;br /&gt;
| Helps with positioning and supports movement-related gameplay&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ball pressure&#039;&#039;&#039;&lt;br /&gt;
| Speed Ball / Top Spin / Power Strike&lt;br /&gt;
| Improves ball speed, spin or ball damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
These are common terminology mistakes that should be avoided on the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mistake&lt;br /&gt;
! Correct explanation&lt;br /&gt;
|-&lt;br /&gt;
| Calling Quick Slot items skills&lt;br /&gt;
| They may behave like abilities, but they are items in the game interface&lt;br /&gt;
|-&lt;br /&gt;
| Calling Buff Items stats&lt;br /&gt;
| Buff Items are item effects, not stats&lt;br /&gt;
|-&lt;br /&gt;
| Treating Chargeshot Speed as a direct DEX effect&lt;br /&gt;
| Chargeshot Speed is a Secondary Stat or item-based effect&lt;br /&gt;
|-&lt;br /&gt;
| Mixing Costume equipment with Items&lt;br /&gt;
| Costume equipment belongs to the Costume category, not the Item tab&lt;br /&gt;
|-&lt;br /&gt;
| Treating Cooltime and Duration as the same thing&lt;br /&gt;
| Cooltime is the waiting time; Duration is how long the effect stays active&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items, Stats and Skills ==&lt;br /&gt;
&lt;br /&gt;
Items, Stats and Skills should be clearly separated in the wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Objects used, equipped or consumed through the item system&lt;br /&gt;
| Fireball, Meteor, Potions, Buff Items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| Usable items placed in Quick Slots&lt;br /&gt;
| Fireball, Blizzard, Healing, Rebirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| Items with Synergistic Effects that support gameplay or other Quick Slot items&lt;br /&gt;
| Item Bash, Blessed Aim, Defensive Auras&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Numerical values or bonuses&lt;br /&gt;
| STR, STA, DEX, WIL, Move Speed, Charge Speed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Actual abilities, if documented separately&lt;br /&gt;
| Depends on the game&#039;s skill system&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some item effects overlap with gameplay areas that are also influenced by stats. For example, movement-related effects can be related to &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;, survivability-related effects can be related to &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;, ball damage can be related to &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039; and ball speed or offensive damage mechanics can be related to &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
However, specific bonuses such as &#039;&#039;&#039;Chargeshot Speed Up&#039;&#039;&#039; are item effects or &#039;&#039;&#039;[[Stats#Secondary Stats|Secondary Stats]]&#039;&#039;&#039;. They should not be described as direct DEX effects unless the stat page confirms that exact interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Quick Slot items may behave like abilities during gameplay, but they are still items in the game interface.&lt;br /&gt;
&lt;br /&gt;
For stats and terminology, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Obtaining Items ==&lt;br /&gt;
&lt;br /&gt;
Items can come from different sources.&lt;br /&gt;
&lt;br /&gt;
Common sources include:&lt;br /&gt;
&lt;br /&gt;
* Shops&lt;br /&gt;
* Gacha systems&lt;br /&gt;
* Events&lt;br /&gt;
* Guardian-related rewards&lt;br /&gt;
* Drops from specific content&lt;br /&gt;
* Trading between players&lt;br /&gt;
&lt;br /&gt;
Some items are common and easy to obtain, while others may be tied to events, paid systems or rare drops.&lt;br /&gt;
&lt;br /&gt;
== Items and Enchantments ==&lt;br /&gt;
&lt;br /&gt;
Items and Enchantments are connected, but they are not the same system.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; system is used to improve equipment by adding attribute bonuses or elemental effects.&lt;br /&gt;
&lt;br /&gt;
For more information about enchantments, Tablets, Elemental Stones and Jewels, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki terminology consistent:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Use this term&lt;br /&gt;
! For this&lt;br /&gt;
! Do not confuse with&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Item-tab objects, consumables, Quick Slot items, tools, balls and similar objects&lt;br /&gt;
| Costume equipment&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Quick Slot Items&#039;&#039;&#039;&lt;br /&gt;
| Usable gameplay items placed in Quick Slots&lt;br /&gt;
| Character stats&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Buff Items&#039;&#039;&#039;&lt;br /&gt;
| Quick Slot-related support items with Synergistic Effects&lt;br /&gt;
| Regular attack items&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Numerical values and bonuses&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX and WIL&lt;br /&gt;
| Items or skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Move Speed, Charge Speed, Smash, Serve, HP, Chargeshot Speed and similar bonuses&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchantments&#039;&#039;&#039;&lt;br /&gt;
| Equipment improvement system&lt;br /&gt;
| Quick Slot item effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Costume&#039;&#039;&#039;&lt;br /&gt;
| Clothing, rackets, shoes, gloves, accessories and other equipment pieces&lt;br /&gt;
| Item-tab consumables or Quick Slot items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains Attributes, Secondary Stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Tablets, Elemental Stones, Jewels and the Enchant system.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities, if documented separately.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The Item category includes several item types such as Special, Quick Slot, Tools, Clublogo and Balls.&lt;br /&gt;
&lt;br /&gt;
Quick Slot items are usable gameplay items with effects, cooldowns and sometimes elements.&lt;br /&gt;
&lt;br /&gt;
Buff Items are a special type of Quick Slot-related item with Synergistic Effects. They can improve item damage, projectiles, defense, movement, ball speed, ball spin, ball damage or Chargeshot Speed.&lt;br /&gt;
&lt;br /&gt;
Some bags can unlock additional buff slots through &#039;&#039;&#039;Buff Slot Expansion&#039;&#039;&#039;, allowing players to combine multiple buffs such as &#039;&#039;&#039;Item Bash&#039;&#039;&#039; and &#039;&#039;&#039;Blessed Aim&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cooltime&#039;&#039;&#039; means the waiting time before an item can be used again. &#039;&#039;&#039;Duration&#039;&#039;&#039; means how long the effect stays active.&lt;br /&gt;
&lt;br /&gt;
Some item effects overlap with mechanics affected by stats such as &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;, but they are still item effects.&lt;br /&gt;
&lt;br /&gt;
Costume and equipment items belong to the Costume category and should be documented separately.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=261</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=261"/>
		<updated>2026-05-05T13:12:45Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchantments allow you to improve equipment by adding attribute bonuses or elemental effects.&lt;br /&gt;
&lt;br /&gt;
There are two main types of enchantments:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attribute Enchantments&#039;&#039;&#039; – add one of the four main &#039;&#039;&#039;[[Stats#Attributes|Attributes]]&#039;&#039;&#039; to equipment: &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Element Enchantments&#039;&#039;&#039; – add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
Both enchantment types use materials such as Tablets, Elemental Stones and Jewels.&lt;br /&gt;
&lt;br /&gt;
For detailed information about stats, attributes and secondary stats, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant1.jpg|900px|center|Enchantment overview]]&lt;br /&gt;
&lt;br /&gt;
== Enchantment Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Main material&lt;br /&gt;
! Purpose&lt;br /&gt;
! Main use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attribute Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Tablet&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| General character improvement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element Attack Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Elemental Stone&lt;br /&gt;
| Increases the damage of specific Battle items or skills&lt;br /&gt;
| Battle Mode damage setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Element Defense Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Elemental Stone&lt;br /&gt;
| Reduces damage from elemental racket attacks&lt;br /&gt;
| Defense against racket-based elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enchantment Materials ==&lt;br /&gt;
&lt;br /&gt;
Enchantments require different materials depending on the enchantment type.&lt;br /&gt;
&lt;br /&gt;
=== Tablets ===&lt;br /&gt;
&lt;br /&gt;
Tablets are used for Attribute Enchantments.&lt;br /&gt;
&lt;br /&gt;
They add one of the four main attributes to equipment:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For detailed information about these attributes, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Stones ===&lt;br /&gt;
&lt;br /&gt;
Elemental Stones are used for Element Enchantments.&lt;br /&gt;
&lt;br /&gt;
They can add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
There are four elements:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be obtained from Gacha in &#039;&#039;&#039;[[Maps#Atlantis|Atlantis]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Maps#Dance Time|Dance Time]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Maps#Machine City|Machine City]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Jewels ===&lt;br /&gt;
&lt;br /&gt;
Jewels are used as enchantment materials and can affect the success rate of an enchantment attempt.&lt;br /&gt;
&lt;br /&gt;
There are six different types of Jewels. They can be obtained from Gacha, but the available Jewel depends on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Jewels_.jpg|900px|center|Jewels used for enchantment]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Rarity&lt;br /&gt;
! Found in&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| Rare&lt;br /&gt;
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Useful for lower enchantment levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| Rare&lt;br /&gt;
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Useful for mid-level and high-level enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| Very Rare&lt;br /&gt;
| [[Maps#Machine City|Machine City]], [[Maps#Arena|Arena]]&lt;br /&gt;
| Recommended for the hardest enchantment levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Enchantment Process ==&lt;br /&gt;
&lt;br /&gt;
The basic enchantment process is similar for Attribute Enchantments and Element Enchantments.&lt;br /&gt;
&lt;br /&gt;
# Check whether your item can be enchanted.&lt;br /&gt;
# Make sure you have the required enchantment material.&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the enchantment type and material.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the displayed success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039; to attempt the enchantment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the success rate before starting the enchantment. Higher enchantment levels usually have a lower success rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant4.png|700px|center|Right-click an item and select Enchant]]&lt;br /&gt;
&lt;br /&gt;
== Attribute Enchantments ==&lt;br /&gt;
&lt;br /&gt;
Attribute Enchantments are used to add attribute points to equipment.&lt;br /&gt;
&lt;br /&gt;
They can add one of the four main attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Stats#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of these attributes and how they affect gameplay, see the &#039;&#039;&#039;[[Stats|Stats]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
&lt;br /&gt;
To perform an Attribute Enchantment, you need:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tablet&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basic Jewels such as &#039;&#039;&#039;Onyx&#039;&#039;&#039;, &#039;&#039;&#039;Jasper&#039;&#039;&#039; and &#039;&#039;&#039;Moonstone&#039;&#039;&#039; can be used for this type of enchantment.&lt;br /&gt;
&lt;br /&gt;
=== Checking Your Gear ===&lt;br /&gt;
&lt;br /&gt;
Before starting an Attribute Enchantment, check the item description.&lt;br /&gt;
&lt;br /&gt;
Look for the following information:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchantment eligibility&#039;&#039;&#039; – shows whether the item can be enchanted.&lt;br /&gt;
* &#039;&#039;&#039;Available attribute points&#039;&#039;&#039; – shows how many points can be added to STR, STA, DEX or WIL.&lt;br /&gt;
* &#039;&#039;&#039;Potential limit&#039;&#039;&#039; – shows the maximum amount of improvement the item can receive.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant3.jpg|900px|center|Checking equipment before enchantment]]&lt;br /&gt;
&lt;br /&gt;
=== Starting an Attribute Enchantment ===&lt;br /&gt;
&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the attribute you want to improve.&lt;br /&gt;
# Select the Tablet.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant5.jpg|900px|center|Attribute enchantment menu]]&lt;br /&gt;
&lt;br /&gt;
== Element Enchantments ==&lt;br /&gt;
&lt;br /&gt;
Element Enchantments are used to add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
Element enchantments can be upgraded from &#039;&#039;&#039;+0&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The higher the enchantment level, the lower the success rate becomes. Reaching &#039;&#039;&#039;+7 to +9&#039;&#039;&#039; is much harder and usually requires stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant11.jpg|900px|center|Element enchantment levels]]&lt;br /&gt;
&lt;br /&gt;
=== Attack and Defense Elements ===&lt;br /&gt;
&lt;br /&gt;
Element Enchantments can be used in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack elements&#039;&#039;&#039; increase the damage of specific Battle items or skills.&lt;br /&gt;
* &#039;&#039;&#039;Defense elements&#039;&#039;&#039; reduce damage from elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental defense does not protect against item-based attacks such as Fireball, Meteor, Small Meteor, Blizzard, Souls, Magic Circle or Crab Trap. It only works against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
=== Elemental Attack Effects ===&lt;br /&gt;
&lt;br /&gt;
Attack elements increase the damage of specific Battle items or skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Affected Battle items / skills&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor&lt;br /&gt;
| Increases damage dealt by these attacks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Souls, Magic Circle&lt;br /&gt;
| Increases damage dealt by these attacks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap&lt;br /&gt;
| Increases damage dealt by this attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Increases damage dealt by this attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Defense Effects ===&lt;br /&gt;
&lt;br /&gt;
Defense elements are used against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
They do not reduce damage from item-based attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Defense type&lt;br /&gt;
! Works against&lt;br /&gt;
! Does not work against&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Defense&#039;&#039;&#039;&lt;br /&gt;
| Fire elemental racket attacks&lt;br /&gt;
| Fireball, Meteor, Small Meteor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Defense&#039;&#039;&#039;&lt;br /&gt;
| Wind elemental racket attacks&lt;br /&gt;
| Souls, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Earth elemental racket attacks&lt;br /&gt;
| Crab Trap&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Defense&#039;&#039;&#039;&lt;br /&gt;
| Water elemental racket attacks&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Reactions ===&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how strong an elemental attack is when compared against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how well an elemental defense works against an elemental racket attack.&lt;br /&gt;
&lt;br /&gt;
=== How to Read the Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
The reaction table helps compare your attack element with the opponent&#039;s defense element.&lt;br /&gt;
&lt;br /&gt;
An elemental attack is not equally effective against every defense element. Some combinations are stronger, while others are weaker.&lt;br /&gt;
&lt;br /&gt;
For example, if you use a &#039;&#039;&#039;Wind Attack&#039;&#039;&#039; or &#039;&#039;&#039;Fire Attack&#039;&#039;&#039; and the opponent has &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;, the result may be less effective than using a better element combination according to the reaction table.&lt;br /&gt;
&lt;br /&gt;
This means choosing an element is not only about increasing the damage of a specific Battle item or skill. It also depends on the opponent&#039;s defense element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If your damage feels low even with a high enchantment level, the opponent&#039;s defense element may be reducing the effectiveness of your attack element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental reactions are separate from item-specific attack scaling. For example, a Fire attack enchantment increases Fireball, Meteor and Small Meteor damage, but elemental defense only works against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
&lt;br /&gt;
To perform an Element Enchantment, you need:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Elemental Stone&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Jewel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Checking Your Gear ===&lt;br /&gt;
&lt;br /&gt;
Before starting an Element Enchantment, check whether the item supports the selected element.&lt;br /&gt;
&lt;br /&gt;
Not every item can receive every type of element enchantment.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant12.jpg|900px|center|Checking element enchantment eligibility]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant13.jpg|900px|center|Element enchantment item information]]&lt;br /&gt;
&lt;br /&gt;
=== Starting an Element Enchantment ===&lt;br /&gt;
&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the Elemental Stone you want to use.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant14.jpg|900px|center|Selecting an Elemental Stone]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant15.jpg|900px|center|Starting the element enchantment]]&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Usage ==&lt;br /&gt;
&lt;br /&gt;
Jewels affect the success rate of an enchantment attempt. Stronger Jewels give better chances, but they are also harder to obtain.&lt;br /&gt;
&lt;br /&gt;
There is no single fixed rule for which Jewel must be used at each level. The best choice depends on how many Jewels you have and how many resources you are willing to risk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchantment level&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 to +4&#039;&#039;&#039;&lt;br /&gt;
| Use low-level or common Jewels first&lt;br /&gt;
| Failed attempts do not reset the enchantment level before +5, so it is usually worth trying cheaper Jewels first.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| Spinel is still a good option&lt;br /&gt;
| The enchantment can start failing at this stage. If the attempt fails, the item can drop back to +4.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot is recommended, but cheaper Jewels can still be used if you have many of them&lt;br /&gt;
| Peridot gives a better chance, but players with many lower Jewels may try to save rarer materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite is the safest option, but Peridot can still succeed&lt;br /&gt;
| Iolite gives the best chance for the hardest levels. However, it is still possible to reach +9 with Peridot if you are lucky.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource-saving strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Try to reach the early levels with cheaper Jewels first.&lt;br /&gt;
* If you have many low-level Jewels, use them for as long as the risk feels acceptable.&lt;br /&gt;
* Spinel can be used up to around &#039;&#039;&#039;+5&#039;&#039;&#039;, because failure only starts becoming risky from this point.&lt;br /&gt;
* From &#039;&#039;&#039;+5&#039;&#039;&#039; onward, failed attempts may reduce the enchantment level.&lt;br /&gt;
* Peridot can still succeed even at high levels, including attempts toward &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
* Iolite should usually be saved for the hardest levels or for items where you do not want to risk many failed attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Up to &#039;&#039;&#039;+4&#039;&#039;&#039;, failed attempts do not reset the enchantment level. Starting around &#039;&#039;&#039;+5&#039;&#039;&#039;, failure can reduce the enchantment level, for example dropping the item back to &#039;&#039;&#039;+4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Stats]]&#039;&#039;&#039; – explains attributes, secondary stats and formulas.&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains equipment, item bonuses and gear.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information and Gacha availability.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Enchantments are used to improve equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Enchantments&#039;&#039;&#039; add STR, STA, DEX or WIL to equipment by using Tablets and Jewels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Element Enchantments&#039;&#039;&#039; add elemental attack or elemental defense effects by using Elemental Stones and Jewels.&lt;br /&gt;
&lt;br /&gt;
Attack elements increase the damage of specific Battle items or skills.&lt;br /&gt;
&lt;br /&gt;
Defense elements only protect against elemental racket attacks and do not reduce damage from item-based attacks.&lt;br /&gt;
&lt;br /&gt;
Jewels affect the success rate of enchantment attempts. Using cheaper Jewels early and saving rare Jewels for harder levels can help save resources.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Stats&amp;diff=260</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Stats&amp;diff=260"/>
		<updated>2026-05-05T12:53:05Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;== Overview ==  Stats describe numerical character values and bonuses in JFTSE.  The wiki separates stats into two main groups:  * &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; – the four core character values: &amp;#039;&amp;#039;&amp;#039;STR&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;STA&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;DEX&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;WIL&amp;#039;&amp;#039;&amp;#039;. * &amp;#039;&amp;#039;&amp;#039;Secondary Stats&amp;#039;&amp;#039;&amp;#039; – item-based or derived bonuses such as &amp;#039;&amp;#039;&amp;#039;Charge Speed&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Move Speed&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Smash&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Serve&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;HP&amp;#039;&amp;#039;&amp;#039;.  Stats are not skills.  &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; are actual abilities used during gameplay, such as &amp;#039;&amp;#039;&amp;#039;Meteor&amp;#039;&amp;#039;&amp;#039;,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Stats describe numerical character values and bonuses in JFTSE.&lt;br /&gt;
&lt;br /&gt;
The wiki separates stats into two main groups:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attributes&#039;&#039;&#039; – the four core character values: &#039;&#039;&#039;STR&#039;&#039;&#039;, &#039;&#039;&#039;STA&#039;&#039;&#039;, &#039;&#039;&#039;DEX&#039;&#039;&#039; and &#039;&#039;&#039;WIL&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039; – item-based or derived bonuses such as &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;, &#039;&#039;&#039;Move Speed&#039;&#039;&#039;, &#039;&#039;&#039;Smash&#039;&#039;&#039;, &#039;&#039;&#039;Serve&#039;&#039;&#039; or &#039;&#039;&#039;HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Stats are not skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; are actual abilities used during gameplay, such as &#039;&#039;&#039;Meteor&#039;&#039;&#039;, &#039;&#039;&#039;Fireball&#039;&#039;&#039;, &#039;&#039;&#039;Blizzard&#039;&#039;&#039;, &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; or &#039;&#039;&#039;SS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Stats vs Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Term&lt;br /&gt;
! Meaning&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| Numerical values or bonuses that affect gameplay&lt;br /&gt;
| STR, STA, DEX, WIL, Charge Speed, Move Speed, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| The four core character values&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Item-based or derived bonuses, often affected by attributes&lt;br /&gt;
| Charge Speed, Move Speed, Smash, Serve, HP&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Actual abilities used during gameplay&lt;br /&gt;
| Meteor, Fireball, Blizzard, Homing Soul, SS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Values such as Charge Speed, Move Speed, Smash, Serve or HP are not skills. They are stats.&lt;br /&gt;
&lt;br /&gt;
Skills are actual abilities. Stats can affect gameplay and may influence the effectiveness of some actions, but stats are not skills themselves.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Attributes are the four main character values:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attributes are core character values. They can affect ball behavior, movement, survivability, skill damage and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased by leveling up and can also come from equipment or enchantments.&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039; that can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
== Attribute Overview ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Main role&lt;br /&gt;
! Commonly affects&lt;br /&gt;
! Most relevant in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Offensive power&lt;br /&gt;
| Ball speed, skill damage&lt;br /&gt;
| Basic, Battle, Guardian&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Survivability and recovery&lt;br /&gt;
| Skill damage reduction, knockdown recovery&lt;br /&gt;
| Battle, Guardian&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Agility and responsiveness&lt;br /&gt;
| Movement, charge speed, projectiles, channel time&lt;br /&gt;
| All modes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Curve and ball pressure&lt;br /&gt;
| Ball curve, ball damage, miss damage&lt;br /&gt;
| Basic, Battle, Guardian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; increases offensive pressure.&lt;br /&gt;
&lt;br /&gt;
It mainly affects ball speed and skill damage.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball speed.&lt;br /&gt;
* Increases skill damage.&lt;br /&gt;
* Helps create stronger offensive pressure.&lt;br /&gt;
* Does not decrease ball damage.&lt;br /&gt;
* Higher STR can make WIL-based curve feel less noticeable because the ball travels faster and more directly.&lt;br /&gt;
&lt;br /&gt;
=== Skill Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The skill damage bonus from STR is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageBonus = floor(0.35 × STR)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skill Damage Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Skill damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;str&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STA&#039;&#039;&#039; improves survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
It mainly reduces incoming skill damage and helps with recovery after being smashed or knocked down.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Reduces damage taken from enemy skill attacks.&lt;br /&gt;
* Reduces recovery time after being smashed or knocked down.&lt;br /&gt;
* Helps the charge bar fill faster.&lt;br /&gt;
* May increase the speed of certain return shots after absorbing enemy pressure.&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Formula ===&lt;br /&gt;
&lt;br /&gt;
The damage reduction from STA is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DamageReduction = floor(0.3 × STA)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! STA&lt;br /&gt;
! Damage reduction&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;sta&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; improves agility, responsiveness and certain skill mechanics.&lt;br /&gt;
&lt;br /&gt;
DEX is one of the most generally useful attributes because movement matters in every mode.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Improves left-right turning.&lt;br /&gt;
* Increases movement speed.&lt;br /&gt;
* Makes ball charging faster.&lt;br /&gt;
* Increases projectile count for Blizzard, Meteor and Homing Soul.&lt;br /&gt;
* Projectile scaling is relevant up to 60 DEX.&lt;br /&gt;
* Decreases skill channel time, up to a maximum of 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable.&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIL&#039;&#039;&#039; improves ball curve and ball-based pressure.&lt;br /&gt;
&lt;br /&gt;
It affects ball damage, curve and damage when enemies miss the ball in Battle Mode.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
* Increases ball curve.&lt;br /&gt;
* Increases ball damage.&lt;br /&gt;
* Increases damage dealt when enemies miss the ball in Battle Mode.&lt;br /&gt;
* In Guardian Mode, WIL can increase ball damage against Guardian enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
The ball damage from WIL is calculated as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TotalBallDamage = max(20, 10 + floor(0.52 × WIL))&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ball Damage Examples ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! WIL&lt;br /&gt;
! Calculation&lt;br /&gt;
! Ball damage&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 10 + floor(7.8) = 17&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 110&lt;br /&gt;
| 10 + floor(57.2)&lt;br /&gt;
| 67&lt;br /&gt;
|-&lt;br /&gt;
| 135&lt;br /&gt;
| 10 + floor(70.2)&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
| 10 + floor(83.2)&lt;br /&gt;
| 93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 20 is the minimum value, not a base value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guardian WIL Damage ===&lt;br /&gt;
&lt;br /&gt;
In Guardian Mode, WIL can add extra ball damage based on the Guardian&#039;s maximum health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;jftse-calculator&amp;quot; data-calc=&amp;quot;guardian-wil&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are item-based or derived bonuses.&lt;br /&gt;
&lt;br /&gt;
They are not attributes and they are not skills.&lt;br /&gt;
&lt;br /&gt;
Secondary Stats can appear directly on equipment, and some of them can also be influenced by attributes.&lt;br /&gt;
&lt;br /&gt;
Examples of Secondary Stats include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Serve&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shot-related bonuses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defense-related bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes vs Secondary Stats ==&lt;br /&gt;
&lt;br /&gt;
Attributes are the core values of your character.&lt;br /&gt;
&lt;br /&gt;
Secondary Stats are additional bonuses that usually come from equipment or are influenced by attributes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! What it is&lt;br /&gt;
! Where it comes from&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| Main character values&lt;br /&gt;
| Leveling, equipment, enchantments&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Additional item-based or derived bonuses&lt;br /&gt;
| Mostly equipment, sometimes influenced by attributes&lt;br /&gt;
| Charge Speed, Move Speed, Smash, Serve, HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Stats Examples ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Secondary Stat&lt;br /&gt;
! Description&lt;br /&gt;
! Related Attribute&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charge Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how quickly the ball charge builds up&lt;br /&gt;
| Mainly influenced by DEX and certain equipment bonuses&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Move Speed&#039;&#039;&#039;&lt;br /&gt;
| Affects how fast the character moves&lt;br /&gt;
| Mainly influenced by DEX and equipment bonuses&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
| Affects smash-related performance&lt;br /&gt;
| Usually item-based&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Serve&#039;&#039;&#039;&lt;br /&gt;
| Affects serve-related performance&lt;br /&gt;
| Usually item-based&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
| Affects survivability&lt;br /&gt;
| Usually item-based or mode-specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Secondary Stats should not be described as skills. Skills are actual abilities, while Secondary Stats are numerical bonuses or derived values.&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
Stats can matter differently depending on the game mode.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute&lt;br /&gt;
! Basic Mode&lt;br /&gt;
! Battle Mode&lt;br /&gt;
! Guardian Mode&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
| Skill damage and ball speed&lt;br /&gt;
| Ball speed and offensive pressure&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
| Limited direct value&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
| Damage reduction and recovery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| Movement, turning and charge speed&lt;br /&gt;
| Movement, projectiles and channel time&lt;br /&gt;
| Movement, charge speed and projectile behavior&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
| Curve and ball behavior&lt;br /&gt;
| Ball damage and miss damage&lt;br /&gt;
| Ball damage against Guardian enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Mode ==&lt;br /&gt;
&lt;br /&gt;
In Basic Mode, attributes mostly affect ball behavior and movement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, turning and charge speed.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects curve and ball behavior.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has less direct value than in Battle or Guardian content.&lt;br /&gt;
&lt;br /&gt;
== Battle Mode ==&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses the widest range of attribute interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases skill damage and ball speed.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; reduces enemy skill damage taken and improves recovery.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement and increases projectile count for certain skills.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; increases curve, ball damage and miss damage.&lt;br /&gt;
&lt;br /&gt;
== Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardian content uses dedicated scenario and skill systems.&lt;br /&gt;
&lt;br /&gt;
Attributes are still relevant in Guardian gameplay:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; improves ball speed and offensive pressure.&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; improves recovery and reduces incoming enemy skill damage.&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, charge speed and projectile-based skill behavior.&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; improves curve and ball damage.&lt;br /&gt;
&lt;br /&gt;
== How to Increase Stats ==&lt;br /&gt;
&lt;br /&gt;
Stats can be increased in different ways depending on the type of stat.&lt;br /&gt;
&lt;br /&gt;
Attributes can be increased through:&lt;br /&gt;
&lt;br /&gt;
* Leveling up&lt;br /&gt;
* Equipment bonuses&lt;br /&gt;
* Enchantments&lt;br /&gt;
&lt;br /&gt;
Secondary Stats mostly come from:&lt;br /&gt;
&lt;br /&gt;
* Equipment&lt;br /&gt;
* Item bonuses&lt;br /&gt;
* Mode-specific effects&lt;br /&gt;
* Attribute influence&lt;br /&gt;
&lt;br /&gt;
=== Leveling Up ===&lt;br /&gt;
&lt;br /&gt;
Each level gives &#039;&#039;&#039;1 attribute point&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These points can be assigned to STR, STA, DEX or WIL.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Equipment can provide additional attribute bonuses.&lt;br /&gt;
&lt;br /&gt;
Items may add STR, STA, DEX or WIL directly.&lt;br /&gt;
&lt;br /&gt;
Equipment can also provide Secondary Stats such as Charge Speed, Move Speed, Smash, Serve or HP.&lt;br /&gt;
&lt;br /&gt;
For more information about equipment, see the &#039;&#039;&#039;[[Items|Items]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Enchantments ===&lt;br /&gt;
&lt;br /&gt;
Attributes can also be added to equipment through enchantments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tablets&#039;&#039;&#039; are used to add STR, STA, DEX or WIL to equipment.&lt;br /&gt;
&lt;br /&gt;
For more information about enchantments, see the &#039;&#039;&#039;[[Enchantment|Enchantment]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
== Recommended Wiki Usage ==&lt;br /&gt;
&lt;br /&gt;
To keep the wiki consistent, use these terms clearly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Use this term&lt;br /&gt;
! For this&lt;br /&gt;
! Do not call it&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
| General numerical values and bonuses&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
| STR, STA, DEX, WIL&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Secondary Stats&#039;&#039;&#039;&lt;br /&gt;
| Charge Speed, Move Speed, Smash, Serve, HP&lt;br /&gt;
| Skills or Attributes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
| Actual abilities such as Meteor, Fireball, Blizzard, Homing Soul or SS&lt;br /&gt;
| Stats&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
| Equipment, consumables and gear&lt;br /&gt;
| Skills&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchantments&#039;&#039;&#039;&lt;br /&gt;
| Systems that improve equipment&lt;br /&gt;
| Attributes themselves&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Linking Guide for Other Pages ==&lt;br /&gt;
&lt;br /&gt;
Other wiki pages should link here when explaining stats, attributes or secondary stats.&lt;br /&gt;
&lt;br /&gt;
Use these links for attributes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#STR|STR]]&lt;br /&gt;
[[Stats#STA|STA]]&lt;br /&gt;
[[Stats#DEX|DEX]]&lt;br /&gt;
[[Stats#WIL|WIL]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for the general attributes section:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Attributes|Attributes]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this link for secondary stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Stats#Secondary Stats|Secondary Stats]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Items]]&#039;&#039;&#039; – explains equipment, item bonuses and gear.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains actual abilities.&lt;br /&gt;
* &#039;&#039;&#039;[[Enchantment]]&#039;&#039;&#039; – explains Skill Tablets, Elemental Stones and Jewels.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=259</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Enchantment&amp;diff=259"/>
		<updated>2026-05-04T22:39:31Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Enchantments allow you to improve your equipment by adding attribute bonuses or elemental effects.&lt;br /&gt;
&lt;br /&gt;
There are two main enchantment systems:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skill Tablets&#039;&#039;&#039; – add one of the four main attributes to equipment: &#039;&#039;&#039;[[Skills#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Skills#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Skills#DEX|DEX]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Skills#WIL|WIL]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039; – add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
For detailed information about STR, STA, DEX and WIL, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant1.jpg|900px|center|Enchantment overview]]&lt;br /&gt;
&lt;br /&gt;
== Enchantment Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Purpose&lt;br /&gt;
! Required materials&lt;br /&gt;
! Main use&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Skill Tablet Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Adds STR, STA, DEX or WIL to equipment&lt;br /&gt;
| Skill Tablet and Jewels&lt;br /&gt;
| General character improvement&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Attack Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Increases the damage of specific Battle items or skills&lt;br /&gt;
| Elemental Stone and Jewels&lt;br /&gt;
| Battle Mode damage setups&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elemental Defense Enchantment&#039;&#039;&#039;&lt;br /&gt;
| Reduces damage from elemental racket attacks&lt;br /&gt;
| Elemental Stone and Jewels&lt;br /&gt;
| Defense against racket-based elemental attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jewels ==&lt;br /&gt;
&lt;br /&gt;
Jewels are used as enchantment materials.&lt;br /&gt;
&lt;br /&gt;
There are six different types of Jewels. They can be obtained from Gacha, but the available Jewel depends on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Jewels_.jpg|900px|center|Jewels used for enchantment]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Jewel&lt;br /&gt;
! Rarity&lt;br /&gt;
! Found in&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jasper&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Moonstone&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Onyx&#039;&#039;&#039;&lt;br /&gt;
| Common&lt;br /&gt;
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Basic Jewel for enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spinel&#039;&#039;&#039;&lt;br /&gt;
| Rare&lt;br /&gt;
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Useful for lower enchantment levels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peridot&#039;&#039;&#039;&lt;br /&gt;
| Rare&lt;br /&gt;
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]&lt;br /&gt;
| Useful for mid-level and high-level enchantments&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Iolite&#039;&#039;&#039;&lt;br /&gt;
| Very Rare&lt;br /&gt;
| [[Maps#Machine City|Machine City]], [[Maps#Arena|Arena]]&lt;br /&gt;
| Recommended for the hardest enchantment levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic Enchantment Process ==&lt;br /&gt;
&lt;br /&gt;
The basic enchantment process is similar for Skill Tablets and Elemental Stones.&lt;br /&gt;
&lt;br /&gt;
# Check whether your item can be enchanted.&lt;br /&gt;
# Make sure you have the required enchantment material.&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the enchantment type and material.&lt;br /&gt;
# Check the displayed success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039; to attempt the enchantment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Always check the success rate before starting the enchantment. Higher enchantment levels usually have a lower success rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant4.png|700px|center|Right-click an item and select Enchant]]&lt;br /&gt;
&lt;br /&gt;
== Skill Tablet Enchantment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Tablets&#039;&#039;&#039; are used to add attribute points to equipment.&lt;br /&gt;
&lt;br /&gt;
They can add one of the four main attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Skills#STR|STR]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Skills#STA|STA]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Skills#DEX|DEX]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Skills#WIL|WIL]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a detailed explanation of these attributes and how they affect gameplay, see the &#039;&#039;&#039;[[Skills|Skills]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
=== Required Items ===&lt;br /&gt;
&lt;br /&gt;
To enchant equipment with a Skill Tablet, you need:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Skill Tablet&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basic Jewels such as &#039;&#039;&#039;Onyx&#039;&#039;&#039;, &#039;&#039;&#039;Jasper&#039;&#039;&#039; and &#039;&#039;&#039;Moonstone&#039;&#039;&#039; can be used for this type of enchantment.&lt;br /&gt;
&lt;br /&gt;
=== Checking Your Gear ===&lt;br /&gt;
&lt;br /&gt;
Before starting a Skill Tablet enchantment, check the item description.&lt;br /&gt;
&lt;br /&gt;
Look for the following information:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchantment eligibility&#039;&#039;&#039; – shows whether the item can be enchanted.&lt;br /&gt;
* &#039;&#039;&#039;Available attribute points&#039;&#039;&#039; – shows how many points can be added to STR, STA, DEX or WIL.&lt;br /&gt;
* &#039;&#039;&#039;Potential limit&#039;&#039;&#039; – shows the maximum amount of improvement the item can receive.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant3.jpg|900px|center|Checking equipment before enchantment]]&lt;br /&gt;
&lt;br /&gt;
=== Starting the Enchantment ===&lt;br /&gt;
&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the attribute you want to improve.&lt;br /&gt;
# Select the Skill Tablet.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant5.jpg|900px|center|Skill Tablet enchantment menu]]&lt;br /&gt;
&lt;br /&gt;
== Elemental Stone Enchantment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Stones&#039;&#039;&#039; are used to add elemental attack or elemental defense effects to equipment.&lt;br /&gt;
&lt;br /&gt;
There are four elements:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elemental Stones can be obtained from Gacha in &#039;&#039;&#039;[[Maps#Atlantis|Atlantis]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Maps#Dance Time|Dance Time]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Maps#Machine City|Machine City]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Elemental enchantments can be upgraded from &#039;&#039;&#039;+0&#039;&#039;&#039; to &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The higher the enchantment level, the lower the success rate becomes. Reaching &#039;&#039;&#039;+7 to +9&#039;&#039;&#039; is much harder and usually requires stronger Jewels.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant11.jpg|900px|center|Elemental enchantment levels]]&lt;br /&gt;
&lt;br /&gt;
== Attack and Defense Elements ==&lt;br /&gt;
&lt;br /&gt;
Elemental enchantments can be used in two different ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attack elements&#039;&#039;&#039; increase the damage of specific Battle items or skills.&lt;br /&gt;
* &#039;&#039;&#039;Defense elements&#039;&#039;&#039; reduce damage from elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental defense does not protect against item-based attacks such as Fireball, Meteor, Small Meteor, Blizzard, Souls, Magic Circle or Crab Trap. It only works against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
== Elemental Attack Effects ==&lt;br /&gt;
&lt;br /&gt;
Attack elements increase the damage of specific Battle items or skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Affected Battle items / skills&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
| Fireball, Meteor, Small Meteor&lt;br /&gt;
| Increases damage dealt by these attacks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
| Souls, Magic Circle&lt;br /&gt;
| Increases damage dealt by these attacks&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
| Crab Trap&lt;br /&gt;
| Increases damage dealt by this attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
| Blizzard&lt;br /&gt;
| Increases damage dealt by this attack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elemental Defense Effects ==&lt;br /&gt;
&lt;br /&gt;
Defense elements are used against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
They do not reduce damage from item-based attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Defense type&lt;br /&gt;
! Works against&lt;br /&gt;
! Does not work against&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Defense&#039;&#039;&#039;&lt;br /&gt;
| Fire elemental racket attacks&lt;br /&gt;
| Fireball, Meteor, Small Meteor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Defense&#039;&#039;&#039;&lt;br /&gt;
| Wind elemental racket attacks&lt;br /&gt;
| Souls, Magic Circle&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Earth elemental racket attacks&lt;br /&gt;
| Crab Trap&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Water Defense&#039;&#039;&#039;&lt;br /&gt;
| Water elemental racket attacks&lt;br /&gt;
| Blizzard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Elemental Reactions ==&lt;br /&gt;
&lt;br /&gt;
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Element&lt;br /&gt;
! Type&lt;br /&gt;
! vs Fire&lt;br /&gt;
! vs Earth&lt;br /&gt;
! vs Water&lt;br /&gt;
! vs Wind&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Wind&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Weak&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
| Strong&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
! Attack&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Weak&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
| Strong&lt;br /&gt;
| Weak&lt;br /&gt;
| -&lt;br /&gt;
| Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&#039;&#039;&#039; describes how strong an elemental attack is when compared against another element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; describes how well an elemental defense works against an elemental racket attack.&lt;br /&gt;
&lt;br /&gt;
The table is useful for choosing your element based on the opponent&#039;s defense. A high enchantment level alone does not always guarantee the best result if your attack element has a weak reaction against the opponent&#039;s defense element.&lt;br /&gt;
&lt;br /&gt;
=== How to Read the Elemental Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
The elemental reaction table should be used to compare your attack element with the opponent&#039;s defense element.&lt;br /&gt;
&lt;br /&gt;
An elemental attack is not equally effective against every defense element. Some combinations are stronger, while others are weaker.&lt;br /&gt;
&lt;br /&gt;
For example, if you use a &#039;&#039;&#039;Wind Attack&#039;&#039;&#039; or &#039;&#039;&#039;Fire Attack&#039;&#039;&#039; and the opponent has &#039;&#039;&#039;Earth Defense&#039;&#039;&#039;, the result is not as effective as using an element combination that performs better against Earth Defense.&lt;br /&gt;
&lt;br /&gt;
In that case, &#039;&#039;&#039;Earth&#039;&#039;&#039; and &#039;&#039;&#039;Water&#039;&#039;&#039; based setups can be more useful depending on the reaction table.&lt;br /&gt;
&lt;br /&gt;
This means that choosing an element is not only about increasing the damage of a specific Battle item or skill. It also depends on what kind of elemental defense the opponent is using.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation&lt;br /&gt;
! Result&lt;br /&gt;
! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wind Attack vs Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Less effective&lt;br /&gt;
| Wind does not perform well against Earth-based defense.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fire Attack vs Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| Less effective&lt;br /&gt;
| Fire is also not the best choice against Earth-based defense.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Earth or Water based setup vs Earth Defense&#039;&#039;&#039;&lt;br /&gt;
| More effective&lt;br /&gt;
| These elements can perform better depending on the elemental reaction table.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; If your damage feels low even with a high enchantment level, the opponent&#039;s defense element may be reducing the effectiveness of your attack element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Elemental reactions are separate from item-specific attack scaling. For example, a Fire attack enchantment increases Fireball, Meteor and Small Meteor damage, but elemental defense only works against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
== Required Items for Elemental Enchantment ==&lt;br /&gt;
&lt;br /&gt;
To enchant equipment with Elemental Stones, you need:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Jewels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Checking Your Gear for Elemental Enchantment ==&lt;br /&gt;
&lt;br /&gt;
Before starting an elemental enchantment, check whether the item supports the selected elemental enchantment.&lt;br /&gt;
&lt;br /&gt;
Not every item can receive every type of enchantment.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant12.jpg|900px|center|Checking elemental enchantment eligibility]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant13.jpg|900px|center|Elemental enchantment item information]]&lt;br /&gt;
&lt;br /&gt;
== Starting an Elemental Enchantment ==&lt;br /&gt;
&lt;br /&gt;
# Right-click the item you want to enchant.&lt;br /&gt;
# Select &#039;&#039;&#039;Enchant&#039;&#039;&#039;.&lt;br /&gt;
# Choose the Elemental Stone you want to use.&lt;br /&gt;
# Select the Jewel you want to use.&lt;br /&gt;
# Check the success rate.&lt;br /&gt;
# Press &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant14.jpg|900px|center|Selecting an Elemental Stone]]&lt;br /&gt;
&lt;br /&gt;
[[File:Enchant15.jpg|900px|center|Starting the elemental enchantment]]&lt;br /&gt;
&lt;br /&gt;
== Recommended Jewel Usage ==&lt;br /&gt;
&lt;br /&gt;
Jewels affect the success rate of an enchantment attempt. Stronger Jewels give better chances, but they are also harder to obtain.&lt;br /&gt;
&lt;br /&gt;
There is no single fixed rule for which Jewel must be used at each level. The best choice depends on how many Jewels you have and how many resources you are willing to risk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchantment level&lt;br /&gt;
! Recommended approach&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+1 to +4&#039;&#039;&#039;&lt;br /&gt;
| Use low-level or common Jewels first&lt;br /&gt;
| Failed attempts do not reset the enchantment level before +5, so it is usually worth trying cheaper Jewels first.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+5&#039;&#039;&#039;&lt;br /&gt;
| Spinel is still a good option&lt;br /&gt;
| The enchantment can start failing at this stage. If the attempt fails, the item can drop back to +4.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+6 to +7&#039;&#039;&#039;&lt;br /&gt;
| Peridot is recommended, but cheaper Jewels can still be used if you have many of them&lt;br /&gt;
| Peridot gives a better chance, but players with many lower Jewels may try to save rarer materials.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;+8 to +9&#039;&#039;&#039;&lt;br /&gt;
| Iolite is the safest option, but Peridot can still succeed&lt;br /&gt;
| Iolite gives the best chance for the hardest levels. However, it is still possible to reach +9 with Peridot if you are lucky.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource-saving strategy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Try to reach the early levels with cheaper Jewels first.&lt;br /&gt;
* If you have many low-level Jewels, use them for as long as the risk feels acceptable.&lt;br /&gt;
* Spinel can be used up to around &#039;&#039;&#039;+5&#039;&#039;&#039;, because failure only starts becoming risky from this point.&lt;br /&gt;
* From &#039;&#039;&#039;+5&#039;&#039;&#039; onward, failed attempts may reduce the enchantment level.&lt;br /&gt;
* Peridot can still succeed even at high levels, including attempts toward &#039;&#039;&#039;+9&#039;&#039;&#039;.&lt;br /&gt;
* Iolite should usually be saved for the hardest levels or for items where you do not want to risk many failed attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Up to &#039;&#039;&#039;+4&#039;&#039;&#039;, failed attempts do not reset the enchantment level. Starting around &#039;&#039;&#039;+5&#039;&#039;&#039;, failure can reduce the enchantment level, for example dropping the item back to &#039;&#039;&#039;+4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Always check the success rate before pressing &#039;&#039;&#039;Start&#039;&#039;&#039;.&lt;br /&gt;
* Use cheaper Jewels first if you have many of them.&lt;br /&gt;
* Save rare Jewels for higher enchantment levels or important equipment.&lt;br /&gt;
* Failed attempts before &#039;&#039;&#039;+5&#039;&#039;&#039; do not reset the enchantment level.&lt;br /&gt;
* From &#039;&#039;&#039;+5&#039;&#039;&#039; onward, failed attempts can reduce the enchantment level.&lt;br /&gt;
* Peridot can still succeed at high levels, even up to &#039;&#039;&#039;+9&#039;&#039;&#039;, but Iolite gives the best chance.&lt;br /&gt;
* Use Skill Tablets to improve &#039;&#039;&#039;[[Skills#STR|STR]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Skills#STA|STA]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Skills#DEX|DEX]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Skills#WIL|WIL]]&#039;&#039;&#039;.&lt;br /&gt;
* Use elemental attack enchantments to increase the damage of specific Battle items or skills.&lt;br /&gt;
* Use elemental defense enchantments only against elemental racket attacks.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; – explains STR, STA, DEX and WIL in detail.&lt;br /&gt;
* &#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; – shows map information, Gacha availability and Guardian details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Enchantments are an important way to improve your equipment.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Skill Tablets&#039;&#039;&#039; to add STR, STA, DEX or WIL to your gear.&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Elemental Stones&#039;&#039;&#039; to add attack or defense elements.&lt;br /&gt;
&lt;br /&gt;
Attack elements increase the damage of specific Battle items or skills.&lt;br /&gt;
&lt;br /&gt;
Defense elements only protect against elemental racket attacks and do not reduce damage from item-based attacks.&lt;br /&gt;
&lt;br /&gt;
Choosing the right Jewel for each enchantment level helps you save resources and improve your chances of success.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=118</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=118"/>
		<updated>2026-04-23T10:17:21Z</updated>

		<summary type="html">&lt;p&gt;Olex: /* User Already Logged In (4002, -2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Troubleshooting &amp;amp; Fixes =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page covers common problems and fixes for Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
If the game does not start correctly, shows login errors, or disconnects with version-related messages, check the sections below.&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Old Version Error (4002, -62) ===&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You have been disconnected because you tried to connect with an old version.  &lt;br /&gt;
Application will now shut down.  &lt;br /&gt;
(code = 4002, -62)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
as of now, there are 4 common causes for this problem:&lt;br /&gt;
&lt;br /&gt;
* C++ 2015 (x86) is not installed&lt;br /&gt;
* &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing&lt;br /&gt;
* Windows Firewall, Defender, or antivirus deleted &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;&lt;br /&gt;
* The game files are out of date&lt;br /&gt;
&lt;br /&gt;
==== Fix 1: C++ 2015 (x86) is not installed ====&lt;br /&gt;
&lt;br /&gt;
Install the Visual C++ Redistributable (x86):&lt;br /&gt;
&lt;br /&gt;
[https://aka.ms/vs/17/release/vc_redist.x86.exe Download C++ 2015 x86 Redistributable]&lt;br /&gt;
&lt;br /&gt;
==== Fix 2: d3dx9_43.dll is missing ====&lt;br /&gt;
&lt;br /&gt;
If you receive an error saying that &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing, install the DirectX runtime:&lt;br /&gt;
&lt;br /&gt;
[https://www.microsoft.com/en-us/download/details.aspx?id=35 Download DirectX End-User Runtime]&lt;br /&gt;
&lt;br /&gt;
==== Fix 3: JFTSE.dll was deleted ====&lt;br /&gt;
&lt;br /&gt;
Windows Defender, Firewall, or third-party antivirus software may block, quarantine, or delete &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
* Check your antivirus quarantine&lt;br /&gt;
* Restore &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; if it was removed&lt;br /&gt;
* Add the full game folder to your antivirus or Defender exclusions&lt;br /&gt;
* Make sure the anti-cheat files are not being blocked&lt;br /&gt;
&lt;br /&gt;
==== Fix 4: Files are out of date ====&lt;br /&gt;
&lt;br /&gt;
Always launch the game with:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will check for updates and download missing or outdated files.&lt;br /&gt;
&lt;br /&gt;
=== User Already Logged In (4002, -2) ===&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This user id is currently logged on.  &lt;br /&gt;
Please try again later.  &lt;br /&gt;
(code = 4002, -2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
then your account is still marked as logged in on the server.&lt;br /&gt;
&lt;br /&gt;
This can happen if the game did not close correctly, the connection was interrupted, or the previous session did not reset properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
* Wait a few minutes and try again&lt;br /&gt;
* Make sure the game is fully closed&lt;br /&gt;
* Restart the launcher and try again&lt;br /&gt;
* If the problem continues, contact the moderators through &#039;&#039;&#039;@ModMail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discord support:&#039;&#039;&#039;&lt;br /&gt;
[https://discord.com/invite/YkxTGXwug3 Official Discord Server]&lt;br /&gt;
&lt;br /&gt;
== Recommended Fix Order ==&lt;br /&gt;
&lt;br /&gt;
If you are not sure what is causing the issue, try the following in order:&lt;br /&gt;
&lt;br /&gt;
# Install the C++ 2015 (x86) Redistributable&lt;br /&gt;
# Install the DirectX runtime&lt;br /&gt;
# Check whether &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; was deleted or quarantined&lt;br /&gt;
# Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
# Restart the PC and try again&lt;br /&gt;
# If the account is still marked as logged in, contact &#039;&#039;&#039;@ModMail&#039;&#039;&#039; on Discord&lt;br /&gt;
&lt;br /&gt;
== Mac Users ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis is a Windows game.&lt;br /&gt;
&lt;br /&gt;
Mac users may be able to run the game through &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039; by installing Windows in a virtual machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible setup:&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Windows&#039;&#039;&#039;&lt;br /&gt;
* Install Fantasy Tennis inside Windows&lt;br /&gt;
* Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
* Start the game from the Windows environment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
Compatibility may vary depending on the setup, especially with anti-cheat related components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reduce Lag, Delay via Vpn Gamer for South American Players ==&lt;br /&gt;
&lt;br /&gt;
Notice: This is information of public interest.&lt;br /&gt;
&lt;br /&gt;
Since the JFTSE Fantasy Tennis server is located in &#039;&#039;&#039;Europe&#039;&#039;&#039;, the only way for South Americans to have a direct connection is through a gaming VPN; this is a fact. Although, depending on the region and routes, they may not suffer as much, they can still have an even better experience when trying to play in Europe.&lt;br /&gt;
&lt;br /&gt;
You can try using ExitLag&#039;s paid VPN, which costs $27 dollars for 365 days, and that&#039;s what Is recommended because, in addition to making the connection more stable, it also reduces lag, delay maximum as possible. Or you can use Cloudflare&#039;s with warp free VPN, which offers a significant reduction, although there&#039;s more variation.&lt;br /&gt;
&lt;br /&gt;
First, here are the links to &#039;&#039;&#039;free days to test ExitLag:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://www.exitlag.com/pt ExitLag em Português]&lt;br /&gt;
&lt;br /&gt;
[https://www.exitlag.com/es ExitLag en Español]&lt;br /&gt;
&lt;br /&gt;
How to use it? Always open the ExitLag program, search for Fantasy Tennis in the program&#039;s search bar, and select the Automatic Europe route. After applying the routes, then minimize the program and open FT_Launcher to play and enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now cloudflare with warp free vpn:&lt;br /&gt;
&lt;br /&gt;
[https://developers.cloudflare.com/cloudflare-one/team-and-resources/devices/cloudflare-one-client/download/ Download the CloudFlare with warp in english]&lt;br /&gt;
&lt;br /&gt;
How to use it? Always open the CloudFlare program, click the gear icon, select the option 1.1.1.1 with warp, and activate it using the large button, then minimize the program and open FT_Launcher to play and enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Do not launch outdated executables directly if &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; is available&lt;br /&gt;
* If the launcher does not repair the client, reinstall the game files and update again&lt;br /&gt;
* If security software keeps deleting files, create a permanent exclusion for the full game folder&lt;br /&gt;
* If login problems continue, use &#039;&#039;&#039;@ModMail&#039;&#039;&#039; on Discord&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=110</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=110"/>
		<updated>2026-04-20T01:38:00Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Troubleshooting &amp;amp; Fixes =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page covers common problems and fixes for Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
If the game does not start correctly, shows login errors, or disconnects with version-related messages, check the sections below.&lt;br /&gt;
&lt;br /&gt;
== Common Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Old Version Error (4002, -62) ===&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You have been disconnected because you tried to connect with an old version.  &lt;br /&gt;
Application will now shut down.  &lt;br /&gt;
(code = 4002, -62)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
as of now, there are 4 common causes for this problem:&lt;br /&gt;
&lt;br /&gt;
* C++ 2015 (x86) is not installed&lt;br /&gt;
* &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing&lt;br /&gt;
* Windows Firewall, Defender, or antivirus deleted &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;&lt;br /&gt;
* The game files are out of date&lt;br /&gt;
&lt;br /&gt;
==== Fix 1: C++ 2015 (x86) is not installed ====&lt;br /&gt;
&lt;br /&gt;
Install the Visual C++ Redistributable (x86):&lt;br /&gt;
&lt;br /&gt;
[https://aka.ms/vs/17/release/vc_redist.x86.exe Download C++ 2015 x86 Redistributable]&lt;br /&gt;
&lt;br /&gt;
==== Fix 2: d3dx9_43.dll is missing ====&lt;br /&gt;
&lt;br /&gt;
If you receive an error saying that &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing, install the DirectX runtime:&lt;br /&gt;
&lt;br /&gt;
[https://www.microsoft.com/en-us/download/details.aspx?id=35 Download DirectX End-User Runtime]&lt;br /&gt;
&lt;br /&gt;
==== Fix 3: JFTSE.dll was deleted ====&lt;br /&gt;
&lt;br /&gt;
Windows Defender, Firewall, or third-party antivirus software may block, quarantine, or delete &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
* Check your antivirus quarantine&lt;br /&gt;
* Restore &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; if it was removed&lt;br /&gt;
* Add the full game folder to your antivirus or Defender exclusions&lt;br /&gt;
* Make sure the anti-cheat files are not being blocked&lt;br /&gt;
&lt;br /&gt;
==== Fix 4: Files are out of date ====&lt;br /&gt;
&lt;br /&gt;
Always launch the game with:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will check for updates and download missing or outdated files.&lt;br /&gt;
&lt;br /&gt;
=== User Already Logged In (4002, -2) ===&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This user id is currently logged on.  &lt;br /&gt;
Please try again later.  &lt;br /&gt;
(code = 4002, -2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
then your account is still marked as logged in on the server.&lt;br /&gt;
&lt;br /&gt;
This can happen if the game did not close correctly, the connection was interrupted, or the previous session did not reset properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
* Wait a few minutes and try again&lt;br /&gt;
* Make sure the game is fully closed&lt;br /&gt;
* Restart the launcher and try again&lt;br /&gt;
* If the problem continues, contact the moderators through &#039;&#039;&#039;@ModMail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discord support:&#039;&#039;&#039;&lt;br /&gt;
[https://discord.com/invite/MwamzbMTMy Official Discord Server]&lt;br /&gt;
&lt;br /&gt;
== Recommended Fix Order ==&lt;br /&gt;
&lt;br /&gt;
If you are not sure what is causing the issue, try the following in order:&lt;br /&gt;
&lt;br /&gt;
# Install the C++ 2015 (x86) Redistributable&lt;br /&gt;
# Install the DirectX runtime&lt;br /&gt;
# Check whether &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; was deleted or quarantined&lt;br /&gt;
# Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
# Restart the PC and try again&lt;br /&gt;
# If the account is still marked as logged in, contact &#039;&#039;&#039;@ModMail&#039;&#039;&#039; on Discord&lt;br /&gt;
&lt;br /&gt;
== Mac Users ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis is a Windows game.&lt;br /&gt;
&lt;br /&gt;
Mac users may be able to run the game through &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039; by installing Windows in a virtual machine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible setup:&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Windows&#039;&#039;&#039;&lt;br /&gt;
* Install Fantasy Tennis inside Windows&lt;br /&gt;
* Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
* Start the game from the Windows environment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
Compatibility may vary depending on the setup, especially with anti-cheat related components.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Do not launch outdated executables directly if &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; is available&lt;br /&gt;
* If the launcher does not repair the client, reinstall the game files and update again&lt;br /&gt;
* If security software keeps deleting files, create a permanent exclusion for the full game folder&lt;br /&gt;
* If login problems continue, use &#039;&#039;&#039;@ModMail&#039;&#039;&#039; on Discord&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=109</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=109"/>
		<updated>2026-04-20T01:32:21Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Troubleshooting &amp;amp; Fixes =&lt;br /&gt;
&lt;br /&gt;
== Old Version Error ==&lt;br /&gt;
&lt;br /&gt;
If you receive the following message:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You have been disconnected because you tried to connect with an old version.  &lt;br /&gt;
Application will now shut down.  &lt;br /&gt;
(code = 4002, -62)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
then the game client is not in a valid state for the current server version.&lt;br /&gt;
&lt;br /&gt;
As of now, there are 4 common causes for this problem:&lt;br /&gt;
&lt;br /&gt;
* C++ 2015 (x86) is not installed&lt;br /&gt;
* d3dx9_43.dll is missing&lt;br /&gt;
* Windows Firewall, Defender, or antivirus deleted &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;&lt;br /&gt;
* The game files are out of date&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
&lt;br /&gt;
=== 1. C++ 2015 (x86) is not installed ===&lt;br /&gt;
&lt;br /&gt;
If the required Microsoft Visual C++ runtime is missing, the client may fail to update or launch correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
Install the Visual C++ Redistributable (x86):&lt;br /&gt;
&lt;br /&gt;
[https://aka.ms/vs/17/release/vc_redist.x86.exe Download C++ 2015 x86 Redistributable]&lt;br /&gt;
&lt;br /&gt;
=== 2. d3dx9_43.dll is missing ===&lt;br /&gt;
&lt;br /&gt;
If the client cannot start because &#039;&#039;&#039;d3dx9_43.dll&#039;&#039;&#039; is missing, DirectX 9 components are not installed correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
Install the DirectX End-User Runtime:&lt;br /&gt;
&lt;br /&gt;
[https://www.microsoft.com/en-us/download/details.aspx?id=35 Download DirectX End-User Runtime]&lt;br /&gt;
&lt;br /&gt;
=== 3. Windows Firewall / Defender / Antivirus deleted JFTSE.dll ===&lt;br /&gt;
&lt;br /&gt;
The anti-cheat file &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; may be blocked, quarantined, or deleted by Windows Defender or third-party antivirus software.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
* Check your antivirus quarantine&lt;br /&gt;
* Restore &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; if it was removed&lt;br /&gt;
* Add the game folder to your antivirus or Defender exclusions&lt;br /&gt;
* Make sure the anti-cheat files are not being blocked&lt;br /&gt;
&lt;br /&gt;
=== 4. Files are out of date ===&lt;br /&gt;
&lt;br /&gt;
This is the most common cause of the old version error.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
Always launch the game using:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will check for updates and download any missing or outdated files before starting the game.&lt;br /&gt;
&lt;br /&gt;
== Recommended Fix Order ==&lt;br /&gt;
&lt;br /&gt;
If you get error &#039;&#039;&#039;4002, -62&#039;&#039;&#039;, try the following in order:&lt;br /&gt;
&lt;br /&gt;
# Install the C++ 2015 (x86) Redistributable&lt;br /&gt;
# Install the DirectX runtime&lt;br /&gt;
# Check whether &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; was deleted or quarantined&lt;br /&gt;
# Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
# Restart the PC and try again&lt;br /&gt;
&lt;br /&gt;
== Mac Users ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis is a Windows game.&lt;br /&gt;
&lt;br /&gt;
Mac users may be able to run the game through &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039; by installing Windows in a virtual machine. However, since JFTSE uses anti-cheat functionality, compatibility may vary depending on the setup. Parallels supports running Windows on Mac, but anti-cheat or low-level components can still be unreliable in virtualized environments. &lt;br /&gt;
&lt;br /&gt;
Possible setup:&lt;br /&gt;
&lt;br /&gt;
* Install &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Windows&#039;&#039;&#039;&lt;br /&gt;
* Install Fantasy Tennis / JFTSE inside Windows&lt;br /&gt;
* Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; to update the client&lt;br /&gt;
* Start the game from the Windows environment&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Do not start outdated files directly if &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; is available&lt;br /&gt;
* If the launcher does not repair the client, reinstall the game files and update again&lt;br /&gt;
* If security software keeps deleting files, create a permanent exclusion for the full game folder&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=108</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Troubleshooting&amp;diff=108"/>
		<updated>2026-04-20T01:27:45Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;= Troubleshooting &amp;amp; Fixes =  == Overview ==  This page covers common problems that may prevent Fantasy Tennis / JFTSE from launching correctly.  As of now, there are four common causes for this issue:  * C++ 2015 (x86) is not installed * d3dx9_43.dll is missing * Windows Firewall, Defender, or antivirus deleted &amp;#039;&amp;#039;&amp;#039;JFTSE.dll&amp;#039;&amp;#039;&amp;#039; * The game files are out of date  == Common Causes ==  === 1. C++ 2015 (x86) is not installed ===  If the required Microsoft Visual C++ runtime is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Troubleshooting &amp;amp; Fixes =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page covers common problems that may prevent Fantasy Tennis / JFTSE from launching correctly.&lt;br /&gt;
&lt;br /&gt;
As of now, there are four common causes for this issue:&lt;br /&gt;
&lt;br /&gt;
* C++ 2015 (x86) is not installed&lt;br /&gt;
* d3dx9_43.dll is missing&lt;br /&gt;
* Windows Firewall, Defender, or antivirus deleted &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;&lt;br /&gt;
* The game files are out of date&lt;br /&gt;
&lt;br /&gt;
== Common Causes ==&lt;br /&gt;
&lt;br /&gt;
=== 1. C++ 2015 (x86) is not installed ===&lt;br /&gt;
&lt;br /&gt;
If the required Microsoft Visual C++ runtime is missing, the game may fail to launch correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
Install the Visual C++ Redistributable (x86):&lt;br /&gt;
&lt;br /&gt;
[https://aka.ms/vs/17/release/vc_redist.x86.exe Download C++ 2015 x86 Redistributable]&lt;br /&gt;
&lt;br /&gt;
=== 2. d3dx9_43.dll is missing ===&lt;br /&gt;
&lt;br /&gt;
If you receive an error such as:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The code execution cannot proceed because d3dx9_43.dll is missing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
then the required DirectX component is not installed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
Install the DirectX End-User Runtime:&lt;br /&gt;
&lt;br /&gt;
[https://www.microsoft.com/en-us/download/details.aspx?id=35 Download DirectX End-User Runtime]&lt;br /&gt;
&lt;br /&gt;
=== 3. Windows Firewall / Defender / Antivirus deleted JFTSE.dll ===&lt;br /&gt;
&lt;br /&gt;
JFTSE uses an anti-cheat component called &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039;.  &lt;br /&gt;
In some cases, Windows Defender, Firewall, or third-party antivirus software may block, quarantine, or delete this file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
* Check your antivirus quarantine&lt;br /&gt;
* Restore &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; if it was removed&lt;br /&gt;
* Add the game folder to your antivirus or Defender exclusions&lt;br /&gt;
* Make sure the anti-cheat files are not being blocked&lt;br /&gt;
&lt;br /&gt;
=== 4. Files are out of date ===&lt;br /&gt;
&lt;br /&gt;
If your client files are outdated, the game may fail to start or may show version-related errors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix:&#039;&#039;&#039;&lt;br /&gt;
Always start the game with:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will check for updates and download required files before launching the game.&lt;br /&gt;
&lt;br /&gt;
== Recommended Fix Order ==&lt;br /&gt;
&lt;br /&gt;
If the game does not start, try the following in order:&lt;br /&gt;
&lt;br /&gt;
# Install the C++ 2015 (x86) Redistributable&lt;br /&gt;
# Install the DirectX runtime&lt;br /&gt;
# Check whether &#039;&#039;&#039;JFTSE.dll&#039;&#039;&#039; was deleted or quarantined&lt;br /&gt;
# Run &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; to update the game files&lt;br /&gt;
&lt;br /&gt;
== Mac Users ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis / JFTSE is primarily a Windows game.&lt;br /&gt;
&lt;br /&gt;
Mac users may be able to run the game through &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039; by installing Windows inside a virtual machine. However, because JFTSE relies on anti-cheat functionality, compatibility in virtualized environments may not always be guaranteed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible setup:&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Parallels Desktop&#039;&#039;&#039;&lt;br /&gt;
* Install &#039;&#039;&#039;Windows&#039;&#039;&#039;&lt;br /&gt;
* Install and update Fantasy Tennis / JFTSE inside the Windows virtual machine&lt;br /&gt;
* Launch the game from there&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
If anti-cheat does not initialize correctly, Parallels may not work reliably for every user.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Do not launch outdated executables directly if &#039;&#039;&#039;FT_Launcher.exe&#039;&#039;&#039; is available&lt;br /&gt;
* If you still get launch errors after installing dependencies, fully restart Windows and try again&lt;br /&gt;
* If antivirus software keeps removing files, create a permanent exclusion for the game folder&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Items&amp;diff=107</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Items&amp;diff=107"/>
		<updated>2026-04-20T01:16:50Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;= Items =  == Overview ==  Items in Fantasy Tennis are pieces of equipment or consumables that modify a character’s performance.  Unlike purely cosmetic outfits, items provide stat bonuses and special effects that influence gameplay. Many equipment pieces can be upgraded, and some items may also be tradable depending on the version of the game.  Items are an important part of character progression because they improve the main attributes and can also provide additional...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Items =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Items in Fantasy Tennis are pieces of equipment or consumables that modify a character’s performance.&lt;br /&gt;
&lt;br /&gt;
Unlike purely cosmetic outfits, items provide stat bonuses and special effects that influence gameplay. Many equipment pieces can be upgraded, and some items may also be tradable depending on the version of the game.&lt;br /&gt;
&lt;br /&gt;
Items are an important part of character progression because they improve the main attributes and can also provide additional utility such as shot bonuses, speed bonuses, or skill-related effects.&lt;br /&gt;
&lt;br /&gt;
The four main attributes affected by items are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; – Strength&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; – Stamina&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; – Dexterity&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; – Will&lt;br /&gt;
&lt;br /&gt;
== Item Categories ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis includes several different item categories.&lt;br /&gt;
&lt;br /&gt;
=== Clothing and Gear ===&lt;br /&gt;
&lt;br /&gt;
This category includes hats, shirts, blouses, jackets, trousers, skirts, shoes, gloves, and similar equipment.&lt;br /&gt;
&lt;br /&gt;
These items usually increase one or more stats and may also provide special bonuses such as improved shots, speed, or additional quick slot utility.&lt;br /&gt;
&lt;br /&gt;
=== Rackets ===&lt;br /&gt;
&lt;br /&gt;
Rackets are the main weapon used in matches.&lt;br /&gt;
&lt;br /&gt;
They often provide a mix of stat bonuses and special effects such as:&lt;br /&gt;
&lt;br /&gt;
* Smash+&lt;br /&gt;
* Serve+&lt;br /&gt;
* Charge Shot+&lt;br /&gt;
* Skill Shot Slot&lt;br /&gt;
* Offensive or defensive skill effects&lt;br /&gt;
&lt;br /&gt;
=== Shoes ===&lt;br /&gt;
&lt;br /&gt;
Shoes are mainly associated with mobility.&lt;br /&gt;
&lt;br /&gt;
They often increase movement-related values such as:&lt;br /&gt;
&lt;br /&gt;
* DEX&lt;br /&gt;
* Speed+&lt;br /&gt;
&lt;br /&gt;
Some shoes may also provide minor bonuses to other stats.&lt;br /&gt;
&lt;br /&gt;
=== Gloves ===&lt;br /&gt;
&lt;br /&gt;
Gloves are smaller equipment pieces that usually provide lighter stat bonuses.&lt;br /&gt;
&lt;br /&gt;
They are commonly associated with DEX, WIL, or utility-focused effects.&lt;br /&gt;
&lt;br /&gt;
=== Accessories and Rings ===&lt;br /&gt;
&lt;br /&gt;
Accessories and rings can provide specialized effects.&lt;br /&gt;
&lt;br /&gt;
These may include:&lt;br /&gt;
&lt;br /&gt;
* HP bonuses&lt;br /&gt;
* Quick Slot bonuses&lt;br /&gt;
* Skill-related bonuses&lt;br /&gt;
* Extra stat increases&lt;br /&gt;
&lt;br /&gt;
Accessories are often used to support more specific builds.&lt;br /&gt;
&lt;br /&gt;
=== Potions and Consumables ===&lt;br /&gt;
&lt;br /&gt;
Potions and consumables are usually single-use items.&lt;br /&gt;
&lt;br /&gt;
They may restore health, provide temporary effects, or teach a specific skill depending on the item.&lt;br /&gt;
&lt;br /&gt;
=== Housing and Utility Items ===&lt;br /&gt;
&lt;br /&gt;
Some items are not intended for direct match performance.&lt;br /&gt;
&lt;br /&gt;
These include furniture, decorative objects, and other utility items used in housing or social systems.&lt;br /&gt;
&lt;br /&gt;
== Stat Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Items can increase a character’s main stats.&lt;br /&gt;
&lt;br /&gt;
=== STR ===&lt;br /&gt;
&lt;br /&gt;
STR-oriented items support offensive play.&lt;br /&gt;
&lt;br /&gt;
They are commonly associated with:&lt;br /&gt;
&lt;br /&gt;
* faster balls&lt;br /&gt;
* stronger pressure&lt;br /&gt;
* increased skill damage&lt;br /&gt;
&lt;br /&gt;
=== STA ===&lt;br /&gt;
&lt;br /&gt;
STA-oriented items support survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
They are commonly associated with:&lt;br /&gt;
&lt;br /&gt;
* reduced incoming skill damage&lt;br /&gt;
* better recovery after being smashed or knocked down&lt;br /&gt;
* improved defensive stability&lt;br /&gt;
&lt;br /&gt;
=== DEX ===&lt;br /&gt;
&lt;br /&gt;
DEX-oriented items support mobility and responsiveness.&lt;br /&gt;
&lt;br /&gt;
They are commonly associated with:&lt;br /&gt;
&lt;br /&gt;
* faster movement&lt;br /&gt;
* faster charging&lt;br /&gt;
* better agility&lt;br /&gt;
* stronger interaction with certain skill effects&lt;br /&gt;
&lt;br /&gt;
=== WIL ===&lt;br /&gt;
&lt;br /&gt;
WIL-oriented items support curve and ball-based pressure.&lt;br /&gt;
&lt;br /&gt;
They are commonly associated with:&lt;br /&gt;
&lt;br /&gt;
* more curve on the ball&lt;br /&gt;
* stronger ball damage&lt;br /&gt;
* more technical or control-focused play styles&lt;br /&gt;
&lt;br /&gt;
== Special Effects ==&lt;br /&gt;
&lt;br /&gt;
In addition to stat bonuses, many items provide special effects.&lt;br /&gt;
&lt;br /&gt;
Common examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Smash+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Serve+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Charge Shot+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Speed+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Quick Slot+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skill Shot Slot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some items may also include offensive or defensive skill-related properties.&lt;br /&gt;
&lt;br /&gt;
These effects are separate from the basic stat system and can strongly influence how an item performs in practice.&lt;br /&gt;
&lt;br /&gt;
== Example Item Effects ==&lt;br /&gt;
&lt;br /&gt;
Older Fantasy Tennis item examples show that equipment could combine normal stat bonuses with special effects.&lt;br /&gt;
&lt;br /&gt;
Examples of documented item properties include:&lt;br /&gt;
&lt;br /&gt;
* STR, STA, DEX, WIS/WIL, and HP bonuses&lt;br /&gt;
* Smash+ and Serve+ on clothing pieces&lt;br /&gt;
* Charge Shot+ on equipment pieces&lt;br /&gt;
* Speed+ on shoes&lt;br /&gt;
* Skill Shot Slot on special weapons&lt;br /&gt;
* Offensive and defensive skill properties on certain items&lt;br /&gt;
&lt;br /&gt;
This shows that items were not limited to simple stat increases, but could also modify gameplay more directly.  &lt;br /&gt;
&lt;br /&gt;
== Obtaining Items ==&lt;br /&gt;
&lt;br /&gt;
Items can come from different sources.&lt;br /&gt;
&lt;br /&gt;
Common sources include:&lt;br /&gt;
&lt;br /&gt;
* in-game shops&lt;br /&gt;
* capsule or gacha systems&lt;br /&gt;
* event rewards&lt;br /&gt;
* Guardian-related rewards&lt;br /&gt;
* drops from specific content&lt;br /&gt;
* trading between players&lt;br /&gt;
&lt;br /&gt;
Some items are common and easy to obtain, while others are tied to special events, paid systems, or rare drops.&lt;br /&gt;
&lt;br /&gt;
== Using Items in Builds ==&lt;br /&gt;
&lt;br /&gt;
Item choice depends heavily on the kind of build a player wants to create.&lt;br /&gt;
&lt;br /&gt;
=== Offensive Builds ===&lt;br /&gt;
&lt;br /&gt;
Offensive builds usually favor items with:&lt;br /&gt;
&lt;br /&gt;
* STR&lt;br /&gt;
* DEX&lt;br /&gt;
* Smash+&lt;br /&gt;
* Charge Shot+&lt;br /&gt;
&lt;br /&gt;
These builds focus on pressure, speed, and damage.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Builds ===&lt;br /&gt;
&lt;br /&gt;
Defensive builds usually favor items with:&lt;br /&gt;
&lt;br /&gt;
* STA&lt;br /&gt;
* HP&lt;br /&gt;
* defensive utility&lt;br /&gt;
&lt;br /&gt;
These builds are more focused on durability and recovery.&lt;br /&gt;
&lt;br /&gt;
=== Curve or Control Builds ===&lt;br /&gt;
&lt;br /&gt;
Curve- or control-based builds usually favor items with:&lt;br /&gt;
&lt;br /&gt;
* WIL&lt;br /&gt;
* DEX&lt;br /&gt;
* Quick Slot utility&lt;br /&gt;
* skill-related effects&lt;br /&gt;
&lt;br /&gt;
These builds focus more on ball control, curve, and technical play.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Items are a core part of progression in Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
They improve stats, add special gameplay effects, and help define different build styles. Clothing, rackets, shoes, gloves, accessories, and consumables all serve different purposes, and combining them effectively is an important part of character development.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Characters&amp;diff=106</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Characters&amp;diff=106"/>
		<updated>2026-04-20T00:17:46Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;= Characters =  == Overview ==  Fantasy Tennis features seven playable characters, each with their own appearance, background, and original character identity.  The playable characters are:  * &amp;#039;&amp;#039;&amp;#039;Niki&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;LunLun&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Dhanpir&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Lucy&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Shua&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Pochi&amp;#039;&amp;#039;&amp;#039; * &amp;#039;&amp;#039;&amp;#039;Al&amp;#039;&amp;#039;&amp;#039;  In older Fantasy Tennis versions, characters were more strongly associated with specific stat tendencies and intended play styles.  The four main attributes are:  * &amp;#039;&amp;#039;&amp;#039;STR&amp;#039;&amp;#039;&amp;#039; – Strength...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Characters =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis features seven playable characters, each with their own appearance, background, and original character identity.&lt;br /&gt;
&lt;br /&gt;
The playable characters are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Niki&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;LunLun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dhanpir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lucy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shua&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pochi&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Al&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In older Fantasy Tennis versions, characters were more strongly associated with specific stat tendencies and intended play styles.&lt;br /&gt;
&lt;br /&gt;
The four main attributes are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; – Strength&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; – Stamina&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; – Dexterity&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; – Will&lt;br /&gt;
&lt;br /&gt;
== Original Character Identity ==&lt;br /&gt;
&lt;br /&gt;
In the original game, only &#039;&#039;&#039;Niki&#039;&#039;&#039; and &#039;&#039;&#039;LunLun&#039;&#039;&#039; were available by default, while the other characters had to be unlocked separately.&lt;br /&gt;
&lt;br /&gt;
Older community documentation also described different character-based stat patterns at higher levels. These older patterns are best treated as references to the original character design.&lt;br /&gt;
&lt;br /&gt;
== Niki ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
Niki is a mischievous boy from Gaia. Through a magical accident caused by LunLun, he is brought to Fantasy Land. In order to return home, he enters the Fantasy Tennis tournament and seeks the divine power of Isis.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
Niki was generally viewed as a balanced all-round character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* STR-focused, but still balanced overall&lt;br /&gt;
* Often associated with an all-round play style&lt;br /&gt;
* Commonly treated as a beginner-friendly character&lt;br /&gt;
&lt;br /&gt;
Because of his balanced identity, Niki was often seen as a safe choice for players who wanted flexibility without strong weaknesses.&lt;br /&gt;
&lt;br /&gt;
== LunLun ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
LunLun is a young apprentice witch from Fantasy Land. While practicing magic, she accidentally transports Niki into her world. Feeling responsible, she helps him in his journey through the tournament.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
LunLun was usually seen as a balanced character with a slightly more defensive or supportive profile than Niki.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* Balanced distribution&lt;br /&gt;
* More associated with stability and survivability&lt;br /&gt;
* Commonly seen as another beginner-friendly option&lt;br /&gt;
&lt;br /&gt;
Her original identity made her a comfortable pick for players who wanted a reliable and forgiving character.&lt;br /&gt;
&lt;br /&gt;
== Dhanpir ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
Dhanpir is one of Gaia’s last vampires. He is described as 520 years old. After being killed by the vampire hunter Van Helsing, his soul was cursed to wander forever. He joins the tournament in the hope of becoming mortal again and taking revenge.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
Dhanpir was strongly associated with defensive play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* Very STA-oriented&lt;br /&gt;
* Commonly linked to durability and defense&lt;br /&gt;
* Often viewed as a strong choice for survivability-focused builds&lt;br /&gt;
&lt;br /&gt;
Because of this, Dhanpir was usually seen as a character for players who preferred endurance, resistance, and safer play.&lt;br /&gt;
&lt;br /&gt;
== Lucy ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
Lucy is a pirate who once traveled Fantasy Land with her father, Ideran, aboard the airship Aeolos. After his disappearance, she joins the tournament in search of him and the treasures of Atlantis.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
Lucy was generally treated as an offensive power character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* Strongly STR-oriented&lt;br /&gt;
* Associated with aggressive pressure&lt;br /&gt;
* Commonly linked to fast and powerful ball play&lt;br /&gt;
&lt;br /&gt;
Her original design made her especially attractive to players who liked direct offense and harder-hitting play styles.&lt;br /&gt;
&lt;br /&gt;
== Shua ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
Shua is an elf and one of the more mysterious characters in Fantasy Tennis. Public lore about her is more limited than for some of the other characters, but she is consistently listed as one of the seven playable characters.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
Shua was strongly associated with speed and dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* Highly DEX-oriented&lt;br /&gt;
* Commonly associated with mobility and fast technical play&lt;br /&gt;
* Often preferred by players who valued movement and speed&lt;br /&gt;
&lt;br /&gt;
Because of this, Shua was usually seen as a character for more technical and fast-paced players.&lt;br /&gt;
&lt;br /&gt;
== Pochi ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
Pochi is a halfling from the Arimu people. In older versions of Fantasy Tennis, Pochi was notable for being the only character specifically tied to AP purchase requirements.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
Pochi was mainly associated with WIL-focused play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* Highly WIL-oriented&lt;br /&gt;
* Often linked to curve-heavy or trickier play&lt;br /&gt;
* Commonly treated as a more specialized character&lt;br /&gt;
&lt;br /&gt;
This made Pochi a character for players who preferred spin, curve, and more technical ball pressure over raw power.&lt;br /&gt;
&lt;br /&gt;
== Al ==&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
Al is a wooden puppet and one of the seven playable characters in Fantasy Tennis. Compared with some of the other characters, public lore about Al is relatively limited, but she remains one of the distinct roster choices.&lt;br /&gt;
&lt;br /&gt;
=== Original Play Style ===&lt;br /&gt;
&lt;br /&gt;
Al was usually associated with a hybrid DEX/WIL identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Older stat reference:&#039;&#039;&#039;&lt;br /&gt;
* Mixed DEX and WIL tendencies&lt;br /&gt;
* Often linked to mobility and control&lt;br /&gt;
* Usually seen as a more technical hybrid character&lt;br /&gt;
&lt;br /&gt;
Because of this, Al was often treated as a character for players who preferred precision and control over straightforward power.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Character ==&lt;br /&gt;
&lt;br /&gt;
In older Fantasy Tennis versions, character choice had a stronger connection to expected stat identity and long-term play style.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Niki&#039;&#039;&#039; was usually seen as a balanced all-rounder.&lt;br /&gt;
* &#039;&#039;&#039;LunLun&#039;&#039;&#039; was viewed as another balanced and beginner-friendly option.&lt;br /&gt;
* &#039;&#039;&#039;Dhanpir&#039;&#039;&#039; represented defense and stamina-focused play.&lt;br /&gt;
* &#039;&#039;&#039;Lucy&#039;&#039;&#039; represented power and aggressive offense.&lt;br /&gt;
* &#039;&#039;&#039;Shua&#039;&#039;&#039; represented speed and dexterity.&lt;br /&gt;
* &#039;&#039;&#039;Pochi&#039;&#039;&#039; represented WIL-focused curve play.&lt;br /&gt;
* &#039;&#039;&#039;Al&#039;&#039;&#039; represented a more technical hybrid style.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Skills&amp;diff=105</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Skills&amp;diff=105"/>
		<updated>2026-04-19T23:35:25Z</updated>

		<summary type="html">&lt;p&gt;Olex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Skills =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page covers skill-related mechanics and attribute scaling in JFTSE.&lt;br /&gt;
&lt;br /&gt;
In JFTSE, attributes affect gameplay across multiple modes. Some effects are mainly relevant in Battle Mode, while others also matter in Basic Mode and Guardian content. This page focuses on stat-driven skill effects, damage scaling, mobility, recovery, and other combat-related mechanics.&lt;br /&gt;
&lt;br /&gt;
For normal tennis actions such as Serve, Smash, Lob, Volley, Slice, Drive, and Charge Shot, see the appropriate gameplay or shot-type pages instead.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
JFTSE uses four main attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These attributes affect ball speed, ball curve, movement, recovery, skill damage, channel time, and projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
STR increases ball speed and increases the damage dealt by skills.&lt;br /&gt;
&lt;br /&gt;
This makes STR relevant in more than one mode:&lt;br /&gt;
* In &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;, STR improves shot speed and power.&lt;br /&gt;
* In &#039;&#039;&#039;Battle Mode&#039;&#039;&#039;, STR also increases skill damage.&lt;br /&gt;
* In &#039;&#039;&#039;Guardian Mode&#039;&#039;&#039;, stronger and faster ball pressure can still matter during NPC and boss encounters.&lt;br /&gt;
&lt;br /&gt;
Skill damage formula:&lt;br /&gt;
* &#039;&#039;&#039;DamageBonus = floor(0.35 × STR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 3 STR -&amp;gt; 1 bonus damage&lt;br /&gt;
* 6 STR -&amp;gt; 2 bonus damage&lt;br /&gt;
* 9 STR -&amp;gt; 3 bonus damage&lt;br /&gt;
* 12 STR -&amp;gt; 4 bonus damage&lt;br /&gt;
* 15 STR -&amp;gt; 5 bonus damage&lt;br /&gt;
* 18 STR -&amp;gt; 6 bonus damage&lt;br /&gt;
* 20 STR -&amp;gt; 7 bonus damage&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* STR increases skill damage&lt;br /&gt;
* STR increases ball speed&lt;br /&gt;
* STR does not decrease ball damage&lt;br /&gt;
* Higher STR can make WIL-based curve feel less noticeable in practice because the ball travels faster and more directly&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
STA improves survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
It reduces incoming damage from enemy skill attacks and reduces the delay after being smashed or knocked down. These effects are not limited to player-versus-player situations. They are also relevant in Guardian content, where the same defensive and recovery mechanics apply against NPC enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
Damage reduction formula:&lt;br /&gt;
* &#039;&#039;&#039;DamageReduction = floor(0.3 × STA)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 4 STA -&amp;gt; 1 damage reduction&lt;br /&gt;
* 7 STA -&amp;gt; 2 damage reduction&lt;br /&gt;
* 10 STA -&amp;gt; 3 damage reduction&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Reduces damage taken from enemy skill attacks&lt;br /&gt;
* Reduces recovery time after being smashed or knocked down&lt;br /&gt;
* Helps the charge bar fill faster&lt;br /&gt;
* May also increase the speed of certain return shots after absorbing enemy pressure&lt;br /&gt;
&lt;br /&gt;
Mode relevance:&lt;br /&gt;
* In &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;, STA has little or no direct value compared with STR, DEX, and WIL.&lt;br /&gt;
* In &#039;&#039;&#039;Battle Mode&#039;&#039;&#039;, STA is important for resisting enemy pressure and skill damage.&lt;br /&gt;
* In &#039;&#039;&#039;Guardian Mode&#039;&#039;&#039;, STA remains useful because the same recovery and damage-reduction mechanics apply against NPC attacks&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
DEX improves agility and responsiveness.&lt;br /&gt;
&lt;br /&gt;
It increases movement speed, improves left-right turning, and makes ball charging faster. DEX is one of the most generally useful stats because movement matters in every mode.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Faster left-right turning&lt;br /&gt;
* More movement speed&lt;br /&gt;
* Faster ball charging&lt;br /&gt;
* Increases projectile count for Blizzard, Meteor, and Homing Soul&lt;br /&gt;
* Projectile scaling is relevant up to 60 DEX&lt;br /&gt;
* Decreases skill channel time, up to a maximum of 50%&lt;br /&gt;
&lt;br /&gt;
Mode relevance:&lt;br /&gt;
* In &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;, DEX improves movement and court coverage&lt;br /&gt;
* In &#039;&#039;&#039;Battle Mode&#039;&#039;&#039;, DEX also affects projectile-based skill behavior&lt;br /&gt;
* In &#039;&#039;&#039;Guardian Mode&#039;&#039;&#039;, DEX remains useful for mobility, positioning, and consistent charged-ball pressure&lt;br /&gt;
&lt;br /&gt;
Additional note:&lt;br /&gt;
* With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
WIL improves ball curve and ball-based pressure.&lt;br /&gt;
&lt;br /&gt;
It increases the amount of curve on the ball and increases the damage dealt when enemies miss the ball in Battle Mode. WIL also affects ball-damage scaling directly.&lt;br /&gt;
&lt;br /&gt;
Ball damage formula:&lt;br /&gt;
* &#039;&#039;&#039;TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
* &#039;&#039;&#039;TotalBallDamage = max(20, 10 + floor(0.52 × WIL))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 15 WIL -&amp;gt; 10 + floor(7.8) = 17 -&amp;gt; clamped to 20&lt;br /&gt;
* 110 WIL -&amp;gt; 10 + floor(57.2) = 67&lt;br /&gt;
* 135 WIL -&amp;gt; 10 + floor(70.2) = 80&lt;br /&gt;
* 160 WIL -&amp;gt; 10 + floor(83.2) = 93&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* 20 is a minimum clamp, not a base value&lt;br /&gt;
* WIL increases ball curve&lt;br /&gt;
* WIL increases ball damage&lt;br /&gt;
* In Battle Mode, WIL also increases the damage dealt when enemies miss the ball&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Mode ===&lt;br /&gt;
&lt;br /&gt;
Not every attribute is equally important in Basic Mode, but several still matter directly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases ball speed and shot power&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, turning speed, and charge speed&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects curve and ball behavior&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has much less direct value than in Battle or Guardian content&lt;br /&gt;
&lt;br /&gt;
=== Battle Mode ===&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses the widest range of stat interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases skill damage and ball speed&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; reduces enemy skill damage taken and improves recovery&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement and increases projectile count for certain skills&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; increases curve and ball damage&lt;br /&gt;
&lt;br /&gt;
=== Guardian Mode ===&lt;br /&gt;
&lt;br /&gt;
Guardian content in JFTSE uses dedicated scenario and skill systems.&lt;br /&gt;
&lt;br /&gt;
Because of this, attribute scaling is also relevant in Guardian gameplay:&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; improves ball speed and offensive pressure&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; improves recovery and reduces incoming enemy skill damage&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, charge speed, and projectile-based skill behavior&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; improves curve and ball damage&lt;br /&gt;
&lt;br /&gt;
Guardian-specific WIL effect:&lt;br /&gt;
* &#039;&#039;&#039;Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skills vs. Shot Types ==&lt;br /&gt;
&lt;br /&gt;
This page describes skill-related mechanics and attribute scaling.&lt;br /&gt;
&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; treat all tennis actions as “skills” in the same sense. Normal tennis mechanics such as:&lt;br /&gt;
* Serve&lt;br /&gt;
* Drive&lt;br /&gt;
* Slice&lt;br /&gt;
* Lob&lt;br /&gt;
* Smash&lt;br /&gt;
* Volley&lt;br /&gt;
* Charge Shot&lt;br /&gt;
&lt;br /&gt;
should be treated separately as shot types, basic mechanics, or special shot modifiers.&lt;br /&gt;
&lt;br /&gt;
== Known Battle Skills ==&lt;br /&gt;
&lt;br /&gt;
Publicly documented examples of Battle-related attacks include:&lt;br /&gt;
* Fireball&lt;br /&gt;
* Meteor&lt;br /&gt;
* Blizzard&lt;br /&gt;
&lt;br /&gt;
Additional JFTSE-specific skill names such as &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; may be listed separately if confirmed from current game data or developer documentation.&lt;br /&gt;
&lt;br /&gt;
== Related Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Some items and equipment also modify normal shot-related properties such as:&lt;br /&gt;
* Smash&lt;br /&gt;
* Serve&lt;br /&gt;
* Charge Shot&lt;br /&gt;
* Lob&lt;br /&gt;
* Speed&lt;br /&gt;
&lt;br /&gt;
These should be documented separately from skill formulas where appropriate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Skills and attribute scaling are important across Basic, Battle, and Guardian content in JFTSE.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases skill damage and ball speed&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; improves resistance and recovery against enemy pressure&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves mobility, charging, and projectile-based skill behavior&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; increases curve and ball damage&lt;br /&gt;
&lt;br /&gt;
At the same time, normal tennis actions such as Serve, Smash, Lob, Volley, Drive, Slice, and Charge Shot should be treated separately from Battle-style skills and stat-scaling formulas.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Skills&amp;diff=104</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Skills&amp;diff=104"/>
		<updated>2026-04-19T23:33:34Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;= Skills =  == Overview ==  This page covers skill-related mechanics and attribute scaling in JFTSE.  In JFTSE, attributes affect gameplay across multiple modes. Some effects are mainly relevant in Battle Mode, while others also matter in Basic Mode and Guardian content. This page focuses on stat-driven skill effects, damage scaling, mobility, recovery, and other combat-related mechanics.  For normal tennis actions such as Serve, Smash, Lob, Volley, Slice, Drive, and Cha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Skills =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page covers skill-related mechanics and attribute scaling in JFTSE.&lt;br /&gt;
&lt;br /&gt;
In JFTSE, attributes affect gameplay across multiple modes. Some effects are mainly relevant in Battle Mode, while others also matter in Basic Mode and Guardian content. This page focuses on stat-driven skill effects, damage scaling, mobility, recovery, and other combat-related mechanics.&lt;br /&gt;
&lt;br /&gt;
For normal tennis actions such as Serve, Smash, Lob, Volley, Slice, Drive, and Charge Shot, see the appropriate gameplay or shot-type pages instead.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
JFTSE uses four main attributes:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These attributes affect ball speed, ball curve, movement, recovery, skill damage, channel time, and projectile-based effects.&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&lt;br /&gt;
STR increases ball speed and increases the damage dealt by skills.&lt;br /&gt;
&lt;br /&gt;
This makes STR relevant in more than one mode:&lt;br /&gt;
* In &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;, STR improves shot speed and power.&lt;br /&gt;
* In &#039;&#039;&#039;Battle Mode&#039;&#039;&#039;, STR also increases skill damage.&lt;br /&gt;
* In &#039;&#039;&#039;Guardian Mode&#039;&#039;&#039;, stronger and faster ball pressure can still matter during NPC and boss encounters.&lt;br /&gt;
&lt;br /&gt;
Skill damage formula:&lt;br /&gt;
* &#039;&#039;&#039;DamageBonus = floor(0.35 × STR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 3 STR -&amp;gt; 1 bonus damage&lt;br /&gt;
* 6 STR -&amp;gt; 2 bonus damage&lt;br /&gt;
* 9 STR -&amp;gt; 3 bonus damage&lt;br /&gt;
* 12 STR -&amp;gt; 4 bonus damage&lt;br /&gt;
* 15 STR -&amp;gt; 5 bonus damage&lt;br /&gt;
* 18 STR -&amp;gt; 6 bonus damage&lt;br /&gt;
* 20 STR -&amp;gt; 7 bonus damage&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* STR increases skill damage&lt;br /&gt;
* STR increases ball speed&lt;br /&gt;
* STR does not decrease ball damage&lt;br /&gt;
* Higher STR can make WIL-based curve feel less noticeable in practice because the ball travels faster and more directly&lt;br /&gt;
&lt;br /&gt;
== STA ==&lt;br /&gt;
&lt;br /&gt;
STA improves survivability and recovery.&lt;br /&gt;
&lt;br /&gt;
It reduces incoming damage from enemy skill attacks and reduces the delay after being smashed or knocked down. These effects are not limited to player-versus-player situations. They are also relevant in Guardian content, where the same defensive and recovery mechanics apply against NPC enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
Damage reduction formula:&lt;br /&gt;
* &#039;&#039;&#039;DamageReduction = floor(0.3 × STA)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 4 STA -&amp;gt; 1 damage reduction&lt;br /&gt;
* 7 STA -&amp;gt; 2 damage reduction&lt;br /&gt;
* 10 STA -&amp;gt; 3 damage reduction&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Reduces damage taken from enemy skill attacks&lt;br /&gt;
* Reduces recovery time after being smashed or knocked down&lt;br /&gt;
* Helps the charge bar fill faster&lt;br /&gt;
* May also increase the speed of certain return shots after absorbing enemy pressure&lt;br /&gt;
&lt;br /&gt;
Mode relevance:&lt;br /&gt;
* In &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;, STA has little or no direct value compared with STR, DEX, and WIL.&lt;br /&gt;
* In &#039;&#039;&#039;Battle Mode&#039;&#039;&#039;, STA is important for resisting enemy pressure and skill damage.&lt;br /&gt;
* In &#039;&#039;&#039;Guardian Mode&#039;&#039;&#039;, STA remains useful because the same recovery and damage-reduction mechanics apply against NPC attacks&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&lt;br /&gt;
DEX improves agility and responsiveness.&lt;br /&gt;
&lt;br /&gt;
It increases movement speed, improves left-right turning, and makes ball charging faster. DEX is one of the most generally useful stats because movement matters in every mode.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Faster left-right turning&lt;br /&gt;
* More movement speed&lt;br /&gt;
* Faster ball charging&lt;br /&gt;
* Increases projectile count for Blizzard, Meteor, and Homing Soul&lt;br /&gt;
* Projectile scaling is relevant up to 60 DEX&lt;br /&gt;
* Decreases skill channel time, up to a maximum of 50%&lt;br /&gt;
&lt;br /&gt;
Mode relevance:&lt;br /&gt;
* In &#039;&#039;&#039;Basic Mode&#039;&#039;&#039;, DEX improves movement and court coverage&lt;br /&gt;
* In &#039;&#039;&#039;Battle Mode&#039;&#039;&#039;, DEX also affects projectile-based skill behavior&lt;br /&gt;
* In &#039;&#039;&#039;Guardian Mode&#039;&#039;&#039;, DEX remains useful for mobility, positioning, and consistent charged-ball pressure&lt;br /&gt;
&lt;br /&gt;
Additional note:&lt;br /&gt;
* With full mobility boots, the practical movement-speed gain from additional DEX may become less noticeable&lt;br /&gt;
&lt;br /&gt;
== WIL ==&lt;br /&gt;
&lt;br /&gt;
WIL improves ball curve and ball-based pressure.&lt;br /&gt;
&lt;br /&gt;
It increases the amount of curve on the ball and increases the damage dealt when enemies miss the ball in Battle Mode. WIL also affects ball-damage scaling directly.&lt;br /&gt;
&lt;br /&gt;
Ball damage formula:&lt;br /&gt;
* &#039;&#039;&#039;TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equivalent form:&lt;br /&gt;
* &#039;&#039;&#039;TotalBallDamage = max(20, 10 + floor(0.52 × WIL))&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* 15 WIL -&amp;gt; 10 + floor(7.8) = 17 -&amp;gt; clamped to 20&lt;br /&gt;
* 110 WIL -&amp;gt; 10 + floor(57.2) = 67&lt;br /&gt;
* 135 WIL -&amp;gt; 10 + floor(70.2) = 80&lt;br /&gt;
* 160 WIL -&amp;gt; 10 + floor(83.2) = 93&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* 20 is a minimum clamp, not a base value&lt;br /&gt;
* WIL increases ball curve&lt;br /&gt;
* WIL increases ball damage&lt;br /&gt;
* In Battle Mode, WIL also increases the damage dealt when enemies miss the ball&lt;br /&gt;
&lt;br /&gt;
== Mode Relevance ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Mode ===&lt;br /&gt;
&lt;br /&gt;
Not every attribute is equally important in Basic Mode, but several still matter directly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases ball speed and shot power&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, turning speed, and charge speed&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; affects curve and ball behavior&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; has much less direct value than in Battle or Guardian content&lt;br /&gt;
&lt;br /&gt;
=== Battle Mode ===&lt;br /&gt;
&lt;br /&gt;
Battle Mode uses the widest range of stat interactions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases skill damage and ball speed&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; reduces enemy skill damage taken and improves recovery&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement and increases projectile count for certain skills&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; increases curve and ball damage&lt;br /&gt;
&lt;br /&gt;
Older public descriptions of Fantasy Tennis also explicitly tie STR, STA, DEX, and WIS/WIL to Battle Mode effects such as stronger skill attacks, reduced incoming skill pressure, increased Meteor count, faster casting, and increased damage when the opponent misses.  [oai_citation:1‡Online Station](https://www.online-station.net/pc-console-game/89338/?utm_source=chatgpt.com)&lt;br /&gt;
&lt;br /&gt;
=== Guardian Mode ===&lt;br /&gt;
&lt;br /&gt;
Guardian content in JFTSE uses dedicated scenario and skill systems.&lt;br /&gt;
&lt;br /&gt;
The JFTSE wiki documents Guardian scenario types such as `GUARDIAN`, `BOSS_BATTLE`, and `BOSS_BATTLE_V2`, and also documents the `Skill_2_Guardians` relationship, which links skills to guardians through scenario and map combinations.  [oai_citation:2‡JFTSE Wiki](https://wiki.jftse.com/index.php/Database_Schema_%26_Cheatsheet?utm_source=chatgpt.com)&lt;br /&gt;
&lt;br /&gt;
Because of this, attribute scaling is also relevant in Guardian gameplay:&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; improves ball speed and offensive pressure&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; improves recovery and reduces incoming enemy skill damage&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves movement, charge speed, and projectile-based skill behavior&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; improves curve and ball damage&lt;br /&gt;
&lt;br /&gt;
Guardian-specific WIL effect:&lt;br /&gt;
* &#039;&#039;&#039;Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Skills vs. Shot Types ==&lt;br /&gt;
&lt;br /&gt;
This page describes skill-related mechanics and attribute scaling.&lt;br /&gt;
&lt;br /&gt;
It does &#039;&#039;&#039;not&#039;&#039;&#039; treat all tennis actions as “skills” in the same sense. Normal tennis mechanics such as:&lt;br /&gt;
* Serve&lt;br /&gt;
* Drive&lt;br /&gt;
* Slice&lt;br /&gt;
* Lob&lt;br /&gt;
* Smash&lt;br /&gt;
* Volley&lt;br /&gt;
* Charge Shot&lt;br /&gt;
&lt;br /&gt;
should be treated separately as shot types, basic mechanics, or special shot modifiers.&lt;br /&gt;
&lt;br /&gt;
This distinction matches older public descriptions of Fantasy Tennis, which describe standard tennis actions separately from Battle Mode attacks such as Fireball, Meteor, and Blizzard.  [oai_citation:3‡Wikipedia](https://de.wikipedia.org/wiki/Fantasy_Tennis?utm_source=chatgpt.com)&lt;br /&gt;
&lt;br /&gt;
== Known Battle Skills ==&lt;br /&gt;
&lt;br /&gt;
Publicly documented examples of Battle-related attacks include:&lt;br /&gt;
* Fireball&lt;br /&gt;
* Meteor&lt;br /&gt;
* Blizzard&lt;br /&gt;
&lt;br /&gt;
Older public descriptions explicitly mention attacks such as fireballs, meteors, and blizzards in Battle Mode.  [oai_citation:4‡Wikipedia](https://de.wikipedia.org/wiki/Fantasy_Tennis?utm_source=chatgpt.com)&lt;br /&gt;
&lt;br /&gt;
Additional JFTSE-specific skill names such as &#039;&#039;&#039;Homing Soul&#039;&#039;&#039; may be listed separately if confirmed from current game data or developer documentation.&lt;br /&gt;
&lt;br /&gt;
== Related Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Some items and equipment also modify normal shot-related properties such as:&lt;br /&gt;
* Smash&lt;br /&gt;
* Serve&lt;br /&gt;
* Charge Shot&lt;br /&gt;
* Lob&lt;br /&gt;
* Speed&lt;br /&gt;
&lt;br /&gt;
Older Fanta Tennis item pages show special modifiers like `Smash+3`, `Serve+2`, `Chargeshot+2`, `Lob+1`, and `Speed+5`, which supports documenting these separately from skill formulas.  [oai_citation:5‡Online Station](https://www.online-station.net/pc-console-game/110037?utm_source=chatgpt.com)&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Skills and attribute scaling are important across Basic, Battle, and Guardian content in JFTSE.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR&#039;&#039;&#039; increases skill damage and ball speed&lt;br /&gt;
* &#039;&#039;&#039;STA&#039;&#039;&#039; improves resistance and recovery against enemy pressure&lt;br /&gt;
* &#039;&#039;&#039;DEX&#039;&#039;&#039; improves mobility, charging, and projectile-based skill behavior&lt;br /&gt;
* &#039;&#039;&#039;WIL&#039;&#039;&#039; increases curve and ball damage&lt;br /&gt;
&lt;br /&gt;
At the same time, normal tennis actions such as Serve, Smash, Lob, Volley, Drive, Slice, and Charge Shot should be treated separately from Battle-style skills and stat-scaling formulas.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Game_Modes&amp;diff=103</id>
		<title>Game Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Game_Modes&amp;diff=103"/>
		<updated>2026-04-19T23:05:23Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;= Game Modes =  == Overview ==  Fantasy Tennis featured several different game modes, each offering a different style of play.  The main game modes were Basic Mode, Battle Mode, and Guardian Mode. In addition to these core modes, the game also included Battlemon support, chat-oriented modes such as House Mode, a Quest Mode, and later Club Match in some versions.  Depending on the region and version, the available features could differ slightly, but the overall mode struc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Modes =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis featured several different game modes, each offering a different style of play.&lt;br /&gt;
&lt;br /&gt;
The main game modes were Basic Mode, Battle Mode, and Guardian Mode. In addition to these core modes, the game also included Battlemon support, chat-oriented modes such as House Mode, a Quest Mode, and later Club Match in some versions.&lt;br /&gt;
&lt;br /&gt;
Depending on the region and version, the available features could differ slightly, but the overall mode structure remained centered around competitive tennis, combat-based matches, cooperative play, and social side content.&lt;br /&gt;
&lt;br /&gt;
== Basic Mode ==&lt;br /&gt;
&lt;br /&gt;
Basic Mode was the standard tennis mode in Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
It followed normal tennis rules and could be played in singles or doubles. This mode represented the core competitive gameplay of Fantasy Tennis and was the closest to a traditional tennis match.&lt;br /&gt;
&lt;br /&gt;
Basic Mode focused on movement, positioning, timing, and rally control. For many players, it was the main mode for learning the fundamentals of the game.&lt;br /&gt;
&lt;br /&gt;
== Battle Mode ==&lt;br /&gt;
&lt;br /&gt;
Battle Mode was a more action-oriented variation of the game.&lt;br /&gt;
&lt;br /&gt;
Instead of only playing for points, each side had HP. Missing the ball or taking damage from attacks reduced HP, and the match ended when one side ran out of health. Battle Mode also included items and special attacks, making it much more chaotic than Basic Mode.&lt;br /&gt;
&lt;br /&gt;
This mode gave Fantasy Tennis a more arcade-like identity and was one of the features that made it stand out from a normal tennis game.&lt;br /&gt;
&lt;br /&gt;
== Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
Guardian Mode was the cooperative PvE mode.&lt;br /&gt;
&lt;br /&gt;
Players could team up and face one or more Guardians, which acted as boss-style enemies. After successful runs, players had a chance to obtain special materials or items, which added a progression element to the mode.&lt;br /&gt;
&lt;br /&gt;
Guardian Mode offered a different pace from the competitive modes and became an important part of the game’s wider progression and replay value.&lt;br /&gt;
&lt;br /&gt;
== Battlemon ==&lt;br /&gt;
&lt;br /&gt;
Battlemons were pet companions that could be used alongside the main match modes.&lt;br /&gt;
&lt;br /&gt;
Historical descriptions indicate that both Basic Mode and Battle Mode could also be played with Battlemons. In practice, this added another layer to the match structure and gave players more variety in how they approached games.&lt;br /&gt;
&lt;br /&gt;
Battlemons were one of the more distinctive features of Fantasy Tennis and helped separate it from more conventional sports games.&lt;br /&gt;
&lt;br /&gt;
== House Mode and Chat ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis also included social spaces outside of normal matches.&lt;br /&gt;
&lt;br /&gt;
Players could communicate in chat areas located on the courts or in House Mode. Houses could be customized with furniture, wallpaper, carpets, and other decorations. Some versions also allowed players to find additional items through activities such as fishing or interacting with objects in the garden.&lt;br /&gt;
&lt;br /&gt;
These features made Fantasy Tennis feel more like a light online world rather than only a menu-based sports game.&lt;br /&gt;
&lt;br /&gt;
== Quest Mode ==&lt;br /&gt;
&lt;br /&gt;
Quest Mode was another part of the game’s side content.&lt;br /&gt;
&lt;br /&gt;
In this mode, players could complete tasks or objectives outside of the standard competitive match structure. While it was not as central as Basic, Battle, or Guardian, it added more variety to the overall game.&lt;br /&gt;
&lt;br /&gt;
== Club Match ==&lt;br /&gt;
&lt;br /&gt;
Club Match was added later in the European version of Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
This system allowed clubs to compete against each other in ranked matches. The format included multiple match types such as Basic 1vs1, Basic 2vs2, Battle 1vs1, Battle 2vs2, and Battlemon. Club Match gave organized groups a competitive objective beyond normal matchmaking.&lt;br /&gt;
&lt;br /&gt;
== Regional Notes ==&lt;br /&gt;
&lt;br /&gt;
The game first appeared in Korea under the name Fanta Tennis and later had versions in other Asian regions, including Thailand, where it was operated by Ini3. In Europe, the game was released as Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
Although region-specific versions could differ in presentation and updates, the identity of the game remained based on a mix of standard tennis, combat-based modes, cooperative play, and social features.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
The game mode structure was one of the defining features of Fantasy Tennis.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on only one type of match, the game offered multiple ways to play:&lt;br /&gt;
* Basic Mode for standard tennis&lt;br /&gt;
* Battle Mode for HP-based action matches&lt;br /&gt;
* Guardian Mode for cooperative PvE&lt;br /&gt;
* Battlemon for pet-supported matches&lt;br /&gt;
* House Mode and chat spaces for social interaction&lt;br /&gt;
* Quest Mode for side content&lt;br /&gt;
* Club Match for organized club competition&lt;br /&gt;
&lt;br /&gt;
This variety helped Fantasy Tennis stand out from more traditional online sports games.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
	</entry>
	<entry>
		<id>https://wiki.jftse.com/index.php?title=Beginner%27s_Guide&amp;diff=102</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.jftse.com/index.php?title=Beginner%27s_Guide&amp;diff=102"/>
		<updated>2026-04-19T22:50:58Z</updated>

		<summary type="html">&lt;p&gt;Olex: Created page with &amp;quot;= Beginner Guide =  == Overview ==  Fantasy Tennis is not a game where most new players should jump straight into competitive modes.  For beginners, the most effective path is usually to start with the tutorial, then spend time in Guardian Mode to level up, get items, and build a stronger character. After that, it becomes much easier to move into Basic and Battle.  == Tutorial ==  If you are new, start with the tutorial.  The tutorial helps you understand the controls, m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Beginner Guide =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis is not a game where most new players should jump straight into competitive modes.&lt;br /&gt;
&lt;br /&gt;
For beginners, the most effective path is usually to start with the tutorial, then spend time in Guardian Mode to level up, get items, and build a stronger character. After that, it becomes much easier to move into Basic and Battle.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
If you are new, start with the tutorial.&lt;br /&gt;
&lt;br /&gt;
The tutorial helps you understand the controls, movement, timing, and the general flow of the game. Skipping it usually only makes the beginning harder.&lt;br /&gt;
&lt;br /&gt;
== Start with Guardian Mode ==&lt;br /&gt;
&lt;br /&gt;
After the tutorial, Guardian Mode is usually the best place for new players to begin.&lt;br /&gt;
&lt;br /&gt;
Guardian is one of the most important modes for early progression. It allows you to level up your character, gain rewards, and collect items that help you become stronger.&lt;br /&gt;
&lt;br /&gt;
If your goal is to compete later in Basic or Battle, Guardian is where that journey usually starts.&lt;br /&gt;
&lt;br /&gt;
== Why Guardian Comes First ==&lt;br /&gt;
&lt;br /&gt;
For many beginners, Basic and Battle can be much harder if they enter too early without levels, items, or experience.&lt;br /&gt;
&lt;br /&gt;
Guardian gives you time to improve your character, get more comfortable with the game, and build a better foundation before moving into more competitive modes.&lt;br /&gt;
&lt;br /&gt;
That is why it usually makes the most sense to focus on Guardian first instead of rushing straight into PvP.&lt;br /&gt;
&lt;br /&gt;
== Basic and Battle ==&lt;br /&gt;
&lt;br /&gt;
Once you have made progress in Guardian, you will be in a much better position to move into Basic and Battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic&#039;&#039;&#039; is the core competitive tennis experience.&lt;br /&gt;
* &#039;&#039;&#039;Battle&#039;&#039;&#039; is more action-heavy and chaotic.&lt;br /&gt;
* &#039;&#039;&#039;Guardian&#039;&#039;&#039; is the main early progression path.&lt;br /&gt;
&lt;br /&gt;
Basic and Battle make much more sense once you already have some levels, items, and general experience with the game.&lt;br /&gt;
&lt;br /&gt;
== Community and Help ==&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to ask other players for help.&lt;br /&gt;
&lt;br /&gt;
Fantasy Tennis can feel confusing at the beginning, especially when it comes to progression, items, builds, and knowing what to do first. One of the best things you can do as a beginner is connect with other players.&lt;br /&gt;
&lt;br /&gt;
Ask questions in Discord, in game, or anywhere the community is active. Most experienced players would rather answer a simple question than see a new player quit because the game feels overwhelming.&lt;br /&gt;
&lt;br /&gt;
Getting help from other players can make the early game much easier and help you understand the game faster.&lt;br /&gt;
&lt;br /&gt;
== Recommended Progression ==&lt;br /&gt;
&lt;br /&gt;
The simplest beginner path is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial → Guardian → Basic/Battle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First learn the game, then build your character in Guardian, and then move into the other modes once you have a stronger foundation.&lt;br /&gt;
&lt;br /&gt;
== Common Beginner Mistakes ==&lt;br /&gt;
&lt;br /&gt;
* Skipping the tutorial&lt;br /&gt;
* Going into Basic or Battle too early&lt;br /&gt;
* Ignoring Guardian progression&lt;br /&gt;
* Overthinking builds too soon&lt;br /&gt;
* Playing too aggressively without understanding the game first&lt;br /&gt;
* Not asking other players for help when confused&lt;br /&gt;
&lt;br /&gt;
== Final Tips ==&lt;br /&gt;
&lt;br /&gt;
If you are completely new to Fantasy Tennis, do the tutorial first and then focus mainly on Guardian Mode.&lt;br /&gt;
&lt;br /&gt;
Use Guardian to level up, collect items, and strengthen your character. Once you have built a better foundation, moving into Basic and Battle will feel much more natural and rewarding.&lt;br /&gt;
&lt;br /&gt;
Also, try to connect with other players. Asking for help in Discord or in game can save you a lot of confusion and help you improve much faster.&lt;/div&gt;</summary>
		<author><name>Olex</name></author>
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