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