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== Overview ==
Enchantments allow you to improve equipment by adding attribute bonuses or elemental effects.
There are two main types of enchantments:
* '''Attribute Enchantments''' – add one of the four main '''[[Stats#Attributes|Attributes]]''' to equipment: '''[[Stats#STR|STR]]''', '''[[Stats#STA|STA]]''', '''[[Stats#DEX|DEX]]''' or '''[[Stats#WIL|WIL]]'''.
* '''Element Enchantments''' – add elemental attack or elemental defense effects to equipment.
Both enchantment types use materials such as Tablets, Elemental Stones and Jewels.
For detailed information about stats, attributes and secondary stats, see the '''[[Stats|Stats]]''' page.
[[File:Enchant1.jpg|900px|center|Enchantment overview]]
== Enchantment Types ==
{| class="wikitable"
! Type
! Main material
! Purpose
! Main use
|-
| '''Attribute Enchantment'''
| Tablet
| Adds STR, STA, DEX or WIL to equipment
| General character improvement
|-
| '''Element Attack Enchantment'''
| Elemental Stone
| Increases the damage of specific Battle items or skills
| Battle Mode damage setups
|-
| '''Element Defense Enchantment'''
| Elemental Stone
| Reduces damage from elemental racket attacks
| Defense against racket-based elemental attacks
|}
== Enchantment Materials ==
Enchantments require different materials depending on the enchantment type.
=== Tablets ===
Tablets are used for Attribute Enchantments.
They add one of the four main attributes to equipment:
* '''[[Stats#STR|STR]]'''
* '''[[Stats#STA|STA]]'''
* '''[[Stats#DEX|DEX]]'''
* '''[[Stats#WIL|WIL]]'''
For detailed information about these attributes, see the '''[[Stats|Stats]]''' page.
=== Elemental Stones ===
Elemental Stones are used for Element Enchantments.
They can add elemental attack or elemental defense effects to equipment.
There are four elements:
* '''Fire'''
* '''Wind'''
* '''Earth'''
* '''Water'''
Elemental Stones can be obtained from Gacha in '''[[Maps#Atlantis|Atlantis]]''', '''[[Maps#Dance Time|Dance Time]]''' and '''[[Maps#Machine City|Machine City]]'''.
=== Jewels ===
Jewels are used as enchantment materials and can affect the success rate of an enchantment attempt.
There are six different types of Jewels. They can be obtained from Gacha, but the available Jewel depends on the map.
[[File:Jewels_.jpg|900px|center|Jewels used for enchantment]]
{| class="wikitable"
! Jewel
! Rarity
! Found in
! Notes
|-
| '''Jasper'''
| Common
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]
| Basic Jewel for enchantments
|-
| '''Moonstone'''
| Common
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]
| Basic Jewel for enchantments
|-
| '''Onyx'''
| Common
| [[Maps#Arena|Arena]], [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]
| Basic Jewel for enchantments
|-
| '''Spinel'''
| Rare
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]
| Useful for lower enchantment levels
|-
| '''Peridot'''
| Rare
| [[Maps#Atlantis|Atlantis]], [[Maps#Machine City|Machine City]], [[Maps#Dance Time|Dance Time]]
| Useful for mid-level and high-level enchantments
|-
| '''Iolite'''
| Very Rare
| [[Maps#Machine City|Machine City]], [[Maps#Arena|Arena]]
| Recommended for the hardest enchantment levels
|}
== Basic Enchantment Process ==
The basic enchantment process is similar for Attribute Enchantments and Element Enchantments.
# Check whether your item can be enchanted.
# Make sure you have the required enchantment material.
# Right-click the item you want to enchant.
# Select '''Enchant'''.
# Choose the enchantment type and material.
# Select the Jewel you want to use.
# Check the displayed success rate.
# Press '''Start''' to attempt the enchantment.
'''Note:''' Always check the success rate before starting the enchantment. Higher enchantment levels usually have a lower success rate.
[[File:Enchant4.png|700px|center|Right-click an item and select Enchant]]
== Attribute Enchantments ==
Attribute Enchantments are used to add attribute points to equipment.
They can add one of the four main attributes:
* '''[[Stats#STR|STR]]'''
* '''[[Stats#STA|STA]]'''
* '''[[Stats#DEX|DEX]]'''
* '''[[Stats#WIL|WIL]]'''
For a detailed explanation of these attributes and how they affect gameplay, see the '''[[Stats|Stats]]''' page.
=== Required Items ===
To perform an Attribute Enchantment, you need:
# '''Tablet'''
# '''Jewel'''
Basic Jewels such as '''Onyx''', '''Jasper''' and '''Moonstone''' can be used for this type of enchantment.
=== Checking Your Gear ===
Before starting an Attribute Enchantment, check the item description.
Look for the following information:
* '''Enchantment eligibility''' – shows whether the item can be enchanted.
* '''Available attribute points''' – shows how many points can be added to STR, STA, DEX or WIL.
* '''Potential limit''' – shows the maximum amount of improvement the item can receive.
[[File:Enchant3.jpg|900px|center|Checking equipment before enchantment]]
=== Starting an Attribute Enchantment ===
# Right-click the item you want to enchant.
# Select '''Enchant'''.
# Choose the attribute you want to improve.
# Select the Tablet.
# Select the Jewel you want to use.
# Check the success rate.
# Press '''Start'''.
[[File:Enchant5.jpg|900px|center|Attribute enchantment menu]]
== Element Enchantments ==
Element Enchantments are used to add elemental attack or elemental defense effects to equipment.
Element enchantments can be upgraded from '''+0''' to '''+9'''.
The higher the enchantment level, the lower the success rate becomes. Reaching '''+7 to +9''' is much harder and usually requires stronger Jewels.
[[File:Enchant11.jpg|900px|center|Element enchantment levels]]
=== Attack and Defense Elements ===
Element Enchantments can be used in two different ways:
* '''Attack elements''' increase the damage of specific Battle items or skills.
* '''Defense elements''' reduce damage from elemental racket attacks.
'''Important:''' 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.
=== Elemental Attack Effects ===
Attack elements increase the damage of specific Battle items or skills.
{| class="wikitable"
! Element
! Affected Battle items / skills
! Effect
|-
| '''Fire'''
| Fireball, Meteor, Small Meteor
| Increases damage dealt by these attacks
|-
| '''Wind'''
| Souls, Magic Circle
| Increases damage dealt by these attacks
|-
| '''Earth'''
| Crab Trap
| Increases damage dealt by this attack
|-
| '''Water'''
| Blizzard
| Increases damage dealt by this attack
|}
=== Elemental Defense Effects ===
Defense elements are used against elemental racket attacks.
They do not reduce damage from item-based attacks.
{| class="wikitable"
! Defense type
! Works against
! Does not work against
|-
| '''Fire Defense'''
| Fire elemental racket attacks
| Fireball, Meteor, Small Meteor
|-
| '''Wind Defense'''
| Wind elemental racket attacks
| Souls, Magic Circle
|-
| '''Earth Defense'''
| Earth elemental racket attacks
| Crab Trap
|-
| '''Water Defense'''
| Water elemental racket attacks
| Blizzard
|}
== Overview ==
== Overview ==


Line 260: Line 8:
* '''Elements''' such as Fire, Earth, Water or Wind
* '''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 separate enchant systems:
 
There are two main enchant types:


{| class="wikitable"
{| class="wikitable"
! Enchant type
! Type
! What it does
! What it does
! Example
! Materials needed
|-
|-
| '''Attribute Enchanting'''
| '''Attribute Enchanting'''
| Adds STR, STA, DEX or WIL to equipment
| Adds +1 to STR, STA, DEX or WIL per success
| Tablet of Power adds STR
| Jewel + Attribute Tablet
|-
|-
| '''Elemental Enchanting'''
| '''Elemental Enchanting'''
| Adds elemental levels from +1 to +9
| Adds an element level from +1 to +9
| Fire Elemental Stone adds Fire
| Jewel + Elemental Stone
|}
 
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|Stats]]''' page.
 
For gameplay effects such as Fireball, Meteor or Blizzard, see the '''[[Skills|Skills]]''' page.
 
== Quick Beginner Explanation ==
 
If you are new, remember this:
 
{| class="wikitable"
! 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:
New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.
 
'''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.
== How to Obtain Materials ==


{| class="wikitable"
{| class="wikitable"
! Material
! Material
! Main source
! Source
! Notes
! Notes
|-
|-
| '''Attribute Tablets'''
| '''Attribute Tablets'''
| Shop / Guardian-related gachas
| Shop, Guardian gachas
| Tablets can be bought directly in the shop and can also appear in some gachas
| Only enchant material available directly in the shop
|-
|-
| '''Elemental Stones'''
| '''Elemental Stones'''
| Guardian-related gachas
| Guardian gachas
| Used for Elemental Enchanting
|
|-
|-
| '''Jewels'''
| '''Jewels'''
| Guardian-related gachas
| Guardian 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.
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.
 
== 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:
 
* [https://lilli-samson.github.io/JFTSE-Item-Finder/ JFTSE Item Finder]


'''Note:''' Always compare important information with current ingame data if something looks outdated or inconsistent.
For complete drop tables, use the '''[[JFTSE Item Finder|JFTSE Item Finder]]''': [https://lilli-samson.github.io/JFTSE-Item-Finder/]


== Jewels ==
== Jewels ==


Jewels are used during enchant attempts.
Jewels are used in all enchant attempts and are consumed on use.


For Elemental Enchanting, stronger Jewels greatly improve the success chance.
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.


{| class="wikitable"
{| class="wikitable"
! Jewel
! Jewel
! Success value
! Success value
! Beginner meaning
|-
|-
| '''Onyx'''
| '''Onyx'''
| 7
| 7
| Very low success support
|-
|-
| '''Moonstone'''
| '''Moonstone'''
| 15
| 15
| Low success support
|-
|-
| '''Jasper'''
| '''Jasper'''
| 24
| 24
| Medium success support
|-
|-
| '''Spinel'''
| '''Spinel'''
| 50
| 50
| Good success support
|-
|-
| '''Peridot'''
| '''Peridot'''
| 70
| 70
| High success support
|-
|-
| '''Iolite'''
| '''Iolite'''
| 100
| 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 ==
Attribute Tablets are used to add STR, STA, DEX or WIL to equipment.


{| class="wikitable"
{| class="wikitable"
! Tablet
! Tablet
! Adds
! Adds
! Player-facing stat
|-
|-
| '''Tablet of Power'''
| '''Tablet of Power'''
| STR +1
| STR +1
| STR
|-
|-
| '''Tablet of Stamina'''
| '''Tablet of Stamina'''
| STA +1
| STA +1
| STA
|-
|-
| '''Tablet of Dexterity'''
| '''Tablet of Dexterity'''
| DEX +1
| DEX +1
| DEX
|-
|-
| '''Tablet of Wisdom'''
| '''Tablet of Wisdom'''
| WIS +1 internally
| WIL +1
| WIL
|}
|}


'''Note:''' The game data may use '''WIS''' internally, but the player-facing stat is '''WIL'''.
'''Note:''' The game data uses 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:
 
<pre>
A piece of equipment has 6 STR and can reach 9 STR.
This means it can gain up to +3 STR through Attribute Enchanting.
</pre>
 
'''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 ==
Elemental Stones are used for Elemental Enchanting.


{| class="wikitable"
{| class="wikitable"
Line 499: Line 118:
| Fire
| Fire
|}
|}
Elemental Enchanting uses levels from '''+1''' to '''+9'''.


== Eligible Equipment Parts ==
== Eligible Equipment Parts ==


Not every enchant material can be used on every equipment part.
Not every material can be used on every equipment part.


=== Attribute Tablets ===
{| class="wikitable"
! Part
! Attribute Tablets
! Elemental Stones
|-
| '''Hair'''
| Yes
| No
|-
| '''Body'''
| Yes
| Yes
|-
| '''Pants'''
| Yes
| Yes
|-
| '''Foot'''
| Yes
| Yes
|-
| '''Cap'''
| Yes
| Yes
|-
| '''Hand'''
| Yes
| Yes
|-
| '''Glasses'''
| Yes
| No
|-
| '''Bag'''
| Yes
| No
|-
| '''Socks'''
| Yes
| No
|-
| '''Racket'''
| Yes
| Yes
|}


Attribute Tablets can be applied to:
== Attribute Enchanting ==


* Hair
Each successful Attribute Enchant adds +1 to the selected stat on that equipment piece, up to the equipment's maximum for that stat.
* Body
* Pants
* Foot
* Cap
* Hand
* Glasses
* Bag
* Socks
* Racket


=== Elemental Stones ===
Example:


Elemental Stones can be applied to:
<pre>
 
Equipment has 6 STR, maximum is 9 STR.
* Body
Up to +3 STR can be added through Attribute Enchanting.
* Pants
</pre>
* Foot
* Cap
* Hand
* Racket
 
Elemental Stones cannot be applied to:


* Hair
Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.
* Glasses
* Bag
* Socks


== Elemental Enchanting ==
== Elemental Enchanting ==


Elemental Enchanting adds an element to equipment.
Elemental levels go from +1 to +9. Failed attempts do not downgrade below +5. Downgrade risk starts when attempting +6.
 
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'''.


{| class="wikitable"
{| class="wikitable"
! Target level
! Target level
! FailedPercent
! FailedPercent
! Efficiency range
! Downgrade on fail?
! Downgrade on fail?
! Beginner note
|-
|-
| '''+1'''
| '''+1'''
| 5
| 5
| 0–5
| No
| No
| Safe from downgrade
|-
|-
| '''+2'''
| '''+2'''
| 10
| 10
| 6–8
| No
| No
| Safe from downgrade
|-
|-
| '''+3'''
| '''+3'''
| 20
| 20
| 6–11
| No
| No
| Safe from downgrade
|-
|-
| '''+4'''
| '''+4'''
| 25
| 25
| 6–14
| No
| No
| Safe from downgrade
|-
|-
| '''+5'''
| '''+5'''
| 30
| 30
| 6–17
| No
| No
| Last level before downgrade risk
|-
|-
| '''+6'''
| '''+6'''
| 35
| 35
| 10–20
| Yes
| Yes
| Downgrade risk starts here
|-
|-
| '''+7'''
| '''+7'''
| 40
| 40
| 14–24
| Yes
| Yes
| Riskier
|-
|-
| '''+8'''
| '''+8'''
| 45
| 45
| 18–28
| Yes
| Yes
| High risk
|-
|-
| '''+9'''
| '''+9'''
| 50
| 50
| 22–32
| Yes
| 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 ===
 
== 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:


<pre>
<pre>
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)
SuccessRate = JewelValue - currentLevel × (FailedPercent / 100)
</pre>
</pre>


The result is limited between '''0%''' and '''100%'''.
Result is clamped between 0% and 100%.
 
Example:
 
Trying to upgrade from '''+5 to +6''' uses the +6 row.
 
With '''Peridot''':


Example — upgrading from +5 to +6 with Peridot:
<pre>
<pre>
70 - 5 × (35 / 100) = 68.25%
70 - 5 × (35 / 100) = 68.25%
</pre>
</pre>


With '''Iolite''':
Example success chances for key upgrades:
 
<pre>
100 - 5 × (35 / 100) = 98.25%
</pre>
 
'''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.


{| class="wikitable"
{| class="wikitable"
! Upgrade
! Upgrade
! Spinel
! Spinel (50)
! Peridot
! Peridot (70)
! Iolite
! Iolite (100)
|-
|-
| '''+0 → +1'''
| '''+0 → +1'''
Line 659: Line 253:
| 70.00%
| 70.00%
| 100.00%
| 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'''
| '''+4 → +5'''
Line 684: Line 263:
| 68.25%
| 68.25%
| 98.25%
| 98.25%
|-
| '''+6 → +7'''
| 47.60%
| 67.60%
| 97.60%
|-
|-
| '''+7 → +8'''
| '''+7 → +8'''
Line 701: Line 275:
|}
|}


== Failure and Downgrade ==
=== Expected Attempts ===
 
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:
 
<pre>
Expected Gacha Opens per Successful Enchant =
Average Tries for Jewel / Success Rate
</pre>
 
Example:
 
If '''Peridot''' has '''50 Average Tries''' in a gacha and the enchant success chance is '''68.25%''':
 
<pre>
50 / 0.6825 = 73.26
</pre>
 
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.
 
{| class="wikitable"
! 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:
 
{| class="wikitable"
! 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.


{| class="wikitable"
{| class="wikitable"
! Jewel
! Jewel
! Expected attempts to reach +5
! To reach +5
! Expected attempts from +5 to +9
! From +5 to +9
! Practical use
! Recommendation
|-
|-
| '''Onyx'''
| '''Onyx'''
| ~77
| ~77
| Extremely impractical
| Extremely impractical
| Not recommended for serious Elemental Enchants
| Not recommended for serious enchanting
|-
|-
| '''Moonstone'''
| '''Moonstone'''
| ~34
| ~34
| Very impractical
| Very impractical
| Only for expendable attempts
| Only for low-value attempts
|-
|-
| '''Jasper'''
| '''Jasper'''
| ~21
| ~21
| Very high risk / cost
| Very high cost
| Only if resources are not valuable
| Only if materials are not valuable
|-
|-
| '''Spinel'''
| '''Spinel'''
| ~10
| ~10
| ~35
| ~35
| Good for early levels, risky for high levels
| Good for +1 to +5
|-
|-
| '''Peridot'''
| '''Peridot'''
| ~7
| ~7
| ~10
| ~10
| Good balanced option
| Good balanced choice
|-
|-
| '''Iolite'''
| '''Iolite'''
| ~5
| ~5
| ~4
| ~4
| Safest and most efficient for high levels
| 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.
 
{| class="wikitable"
! 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.
 
{| class="wikitable"
! 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.
 
{| class="wikitable"
! 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.
 
{| class="wikitable"
! 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 ==
== Elements and Skill Effects ==


Elemental attack only matters when the offensive element matches the element of the used skill effect.
The offensive element of a Racket only contributes when it matches the element of the skill effect used.


{| class="wikitable"
{| class="wikitable"
Line 1,002: Line 329:
|-
|-
| '''Earth'''
| '''Earth'''
| Crab trap, Kiss of Medusa
| Crab Trap, Kiss of Medusa
|-
|-
| '''Water'''
| '''Water'''
Line 1,008: Line 335:
|}
|}


For gameplay usage of these effects, see the '''[[Skills|Skills]]''' page.
For gameplay details, see the '''[[Skills|Skills]]''' page.


== Elemental Reactions ==
== Elemental Reactions ==
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 1,075: Line 400:
|}
|}


'''Attack''' describes how this element performs as an offensive element against another element.
A high element level can still underperform if the element matchup is unfavorable. When damage feels lower than expected, check the reaction table first.
 
'''Defense''' describes how this element performs as a defensive element against an incoming elemental attack.


Example:
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.


* '''Fire Attack vs Wind''' is '''Strong'''.
== Elemental Defense in Guardian Mode ==
* '''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.
Guardians have their own elements. When a Guardian uses a skill, it selects the
element that matches that skill to amplify its outgoing damage. Guardian elements
are attack elements only — they do not reduce incoming player damage.


'''Note:''' Elemental reactions follow FT's own game logic and should not be assumed to work like other elemental systems.
Example: A Guardian with both Wind and Water that uses Homing Soul will apply
Wind, because Homing Soul is a Wind-based skill.


== Element Damage Modifiers ==
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's attacking element.


Element reactions can modify elemental efficiency.
Before investing in defensive elemental enchants, check which elements the
Guardians you face actually use in the table below.


The effect is stronger in Battle / player combat than in Guardian combat.
== Guardian Element Reference ==


=== Battle / Player Combat ===
=== Regular Guardians ===


{| class="wikitable"
{| class="wikitable"
! Situation
! Guardian
! Efficiency change
! Attack Elements
! Meaning
! Element Grade
|-
| '''Dokaro – Sikaro'''
| None
| 2
|-
| '''Ikaro'''
| Earth, Fire
| 2
|-
| '''Doteko – Siteko'''
| None
| 3
|-
| '''Eteko'''
| Wind, Fire
| 3
|-
| '''Doga – Siga'''
| Water
| 4
|-
| '''Ega'''
| Earth, Water
| 4
|-
| '''Dogoliath – Sigoliath'''
| Earth
| 5
|-
| '''Egoliath'''
| Earth, Wind
| 5
|-
| '''Dotossakan – Sitossakan'''
| Earth
| 5
|-
| '''Etoossakan'''
| Earth, Wind
| 5
|-
| '''Doblood – Siblood'''
| Fire
| 6
|-
| '''Iblood'''
| Wind, Fire
| 6
|-
| '''Windra – Fyra'''
| Wind
| 7
|-
| '''Thundera'''
| Wind, Fire
| 7
|-
| '''All Devil Guardians'''
| Wind, Fire
| 8
|-
| '''Dolizard – Silizard'''
| Water
| 9
|-
| '''Elizard'''
| Earth, Water
| 9
|-
| '''Kuromaro'''
| Earth
| 2
|-
| '''Akamaro'''
| Fire
| 2
|-
| '''Aomaro'''
| Water
| 2
|-
| '''Kokechamaro'''
| Wind
| 2
|-
|-
| Your element is strong against the defender
| '''Chachamaro'''
| +26
| Earth, Fire
| More elemental damage
| 2
|-
|-
| Your element is weak against the defender
| '''Siromaro'''
| -15
| Wind, Water
| Less elemental damage
| 2
|-
|-
| The defender resists your element
| '''Yeppeuni – Saechimi'''
| -20
| Earth, Water
| Additional resistance against your element
| 9
|}
|}


=== Guardian Combat ===
=== Boss Guardians ===


{| class="wikitable"
{| class="wikitable"
! Situation
! Boss
! Efficiency change
! Attack Elements
! Meaning
|-
| '''Hell Blood'''
| Earth, Wind, Fire
|-
| '''Hera'''
| Wind, Fire, Water
|-
| '''Royal Lizard'''
| Earth, Wind, Water
|-
|-
| Your element is strong against the defender
| '''Tossakan Boss'''
| +16
| Earth, Fire, Water
| More elemental damage
|-
|-
| Your element is weak against the defender
| '''TB-255'''
| -5
| Earth, Wind, Fire
| Less elemental damage
|-
|-
| The defender resists your element
| '''Dance King'''
| -10
| Earth, Fire, Water
| Additional resistance against your element
|}
|}


'''Practical note:''' Element reactions matter more in Battle / player combat than in Guardian combat.


== Common Enchant Mistakes ==
Higher Element Grade means stronger elemental attacks. To reduce incoming elemental
damage from a Guardian, check the reaction table and equip a defensive element that
performs well against the Guardian's attack element.
 
== Enchant Strategy ==


{| class="wikitable"
{| class="wikitable"
! Mistake
! Situation
! Better approach
! Recommended approach
|-
|-
| Using rare Jewels on Attribute Enchanting
| '''Attribute Enchanting'''
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed
| Use cheapest available Jewel if the attempt is guaranteed
|-
|-
| Using rare Jewels on temporary equipment
| '''Temporary equipment'''
| Save strong Jewels for equipment you plan to keep
| Avoid serious enchanting or use cheap materials
|-
|-
| Using weak Jewels for serious high-level Elemental Enchants
| '''Elemental +1 to +5'''
| Save Peridot or Iolite for higher levels
| Spinel or better — no downgrade risk, but weak Jewels waste many attempts
|-
|-
| Thinking +5 failure downgrades
| '''Elemental +6 to +7'''
| Downgrade risk starts when attempting +6
| Peridot or Iolite — downgrade risk starts here
|-
|-
| Treating FailedPercent as the final fail chance
| '''Elemental +8 to +9'''
| It is part of the success calculation, not the whole formula
| Iolite recommended — failures are expensive
|-
|-
| Looking only at enchant success chance
| '''Valuable equipment'''
| Also consider how rare the Jewel and Stone are
| Use stronger Jewels earlier to reduce wasted materials
|-
|-
| Using Elemental Stones on the wrong equipment parts
| '''Offensive build'''
| Check eligible equipment parts before enchanting
| Match Racket element to the skill effects you use most
|-
|-
| Mixing Attribute Enchanting and Elemental Enchanting
| '''Defensive setup for Guardian Mode'''
| Attribute Tablets add stats; Elemental Stones add element levels
| Check the Guardian Element Reference above, then use the reaction table to pick a matching defensive element
|}
|}


== Recommended Beginner Approach ==
== Common Mistakes ==
 
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.
 
=== How to Read the Reaction Table ===
 
The reaction table helps compare your attack element with the opponent's defense element.
 
An elemental attack is not equally effective against every defense element. Some combinations are stronger, while others are weaker.
 
For example, if you use a '''Wind Attack''' or '''Fire Attack''' and the opponent has '''Earth Defense''', the result may be less effective than using a better element combination according to the reaction table.
 
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's defense element.
 
'''Tip:''' If your damage feels low even with a high enchantment level, the opponent's defense element may be reducing the effectiveness of your attack element.
 
'''Important:''' 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.
 
=== Required Items ===
 
To perform an Element Enchantment, you need:
 
# '''Elemental Stone'''
# '''Jewel'''
 
=== Checking Your Gear ===
 
Before starting an Element Enchantment, check whether the item supports the selected element.
 
Not every item can receive every type of element enchantment.
 
[[File:Enchant12.jpg|900px|center|Checking element enchantment eligibility]]
 
[[File:Enchant13.jpg|900px|center|Element enchantment item information]]
 
=== Starting an Element Enchantment ===
 
# Right-click the item you want to enchant.
# Select '''Enchant'''.
# Choose the Elemental Stone you want to use.
# Select the Jewel you want to use.
# Check the success rate.
# Press '''Start'''.
 
[[File:Enchant14.jpg|900px|center|Selecting an Elemental Stone]]
 
[[File:Enchant15.jpg|900px|center|Starting the element enchantment]]
 
== Recommended Jewel Usage ==
 
Jewels affect the success rate of an enchantment attempt. Stronger Jewels give better chances, but they are also harder to obtain.
 
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.


{| class="wikitable"
{| class="wikitable"
! Enchantment level
! Mistake
! Recommended approach
! Better approach
! Notes
|-
| Using rare Jewels for Attribute Enchanting
| Attribute Enchanting is often guaranteed — use the cheapest Jewel
|-
| Using weak Jewels for high-level Elemental Enchants
| Peridot or Iolite for +6 and above
|-
| Assuming +5 failure downgrades
| Downgrade risk starts when attempting +6
|-
|-
| '''+1 to +4'''
| Treating FailedPercent as the final fail chance
| Use low-level or common Jewels first
| It is part of the success formula, not the whole result
| Failed attempts do not reset the enchantment level before +5, so it is usually worth trying cheaper Jewels first.
|-
|-
| '''+5'''
| Ignoring element matchups when damage feels low
| Spinel is still a good option
| Check the reaction table — a high level with a bad matchup still underperforms
| The enchantment can start failing at this stage. If the attempt fails, the item can drop back to +4.
|-
|-
| '''+6 to +7'''
| Skipping defensive elements entirely in Guardian Mode
| Peridot is recommended, but cheaper Jewels can still be used if you have many of them
| Guardians use elemental attacks — a matching defensive element reduces damage
| Peridot gives a better chance, but players with many lower Jewels may try to save rarer materials.
|-
|-
| '''+8 to +9'''
| Using Elemental Stones on ineligible parts
| Iolite is the safest option, but Peridot can still succeed
| Hair, Glasses, Bag and Socks cannot use Elemental Stones
| Iolite gives the best chance for the hardest levels. However, it is still possible to reach +9 with Peridot if you are lucky.
|}
|}
'''Resource-saving strategy:'''
* Try to reach the early levels with cheaper Jewels first.
* If you have many low-level Jewels, use them for as long as the risk feels acceptable.
* Spinel can be used up to around '''+5''', because failure only starts becoming risky from this point.
* From '''+5''' onward, failed attempts may reduce the enchantment level.
* Peridot can still succeed even at high levels, including attempts toward '''+9'''.
* Iolite should usually be saved for the hardest levels or for items where you do not want to risk many failed attempts.
'''Important:''' Up to '''+4''', failed attempts do not reset the enchantment level. Starting around '''+5''', failure can reduce the enchantment level, for example dropping the item back to '''+4'''.


== Related Pages ==
== Related Pages ==


* '''[[Stats]]''' – explains attributes, secondary stats and formulas.
* '''[[Stats]]''' – STR, STA, DEX, WIL, secondary stats and formulas
* '''[[Items]]''' – explains equipment, item bonuses and gear.
* '''[[Items]]''' – Quick Slot items, Buff Items and item systems
* '''[[Skills]]''' – explains actual abilities.
* '''[[Skills]]''' – skill effects, usage, timing and synergies
* '''[[Maps]]''' – shows map information and Gacha availability.
* '''[[Maps]]''' – map information and gacha availability
 
* '''[[Beginner's Guide]]''' – recommended starting path for new players
== Summary ==
 
Enchantments are used to improve equipment.
 
'''Attribute Enchantments''' add STR, STA, DEX or WIL to equipment by using Tablets and Jewels.
 
'''Element Enchantments''' add elemental attack or elemental defense effects by using Elemental Stones and Jewels.
 
Attack elements increase the damage of specific Battle items or skills.
 
Defense elements only protect against elemental racket attacks and do not reduce damage from item-based attacks.
 
Jewels affect the success rate of enchantment attempts. Using cheaper Jewels early and saving rare Jewels for harder levels can help save resources.

Latest revision as of 20:18, 6 May 2026

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

There are two separate enchant systems:

Type What it does Materials needed
Attribute Enchanting Adds +1 to STR, STA, DEX or WIL per success Jewel + Attribute Tablet
Elemental Enchanting Adds an element level from +1 to +9 Jewel + Elemental Stone

New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.

How to Obtain Materials

Material Source Notes
Attribute Tablets Shop, Guardian gachas Only enchant material available directly in the shop
Elemental Stones Guardian gachas
Jewels Guardian gachas

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.

For complete drop tables, use the JFTSE Item Finder: [1]

Jewels

Jewels are used in all enchant attempts and are consumed on use.

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.

Jewel Success value
Onyx 7
Moonstone 15
Jasper 24
Spinel 50
Peridot 70
Iolite 100

Attribute Tablets

Tablet Adds
Tablet of Power STR +1
Tablet of Stamina STA +1
Tablet of Dexterity DEX +1
Tablet of Wisdom WIL +1

Note: The game data uses WIS internally, but the player-facing stat is WIL.

Elemental Stones

Stone Element
Earth Elemental Stone Earth
Wind Elemental Stone Wind
Water Elemental Stone Water
Fire Elemental Stone Fire

Eligible Equipment Parts

Not every material can be used on every equipment part.

Part Attribute Tablets Elemental Stones
Hair Yes No
Body Yes Yes
Pants Yes Yes
Foot Yes Yes
Cap Yes Yes
Hand Yes Yes
Glasses Yes No
Bag Yes No
Socks Yes No
Racket Yes Yes

Attribute Enchanting

Each successful Attribute Enchant adds +1 to the selected stat on that equipment piece, up to the equipment's maximum for that stat.

Example:

Equipment has 6 STR, maximum is 9 STR.
Up to +3 STR can be added through Attribute Enchanting.

Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.

Elemental Enchanting

Elemental levels go from +1 to +9. Failed attempts do not downgrade below +5. Downgrade risk starts when attempting +6.

Target level FailedPercent Downgrade on fail?
+1 5 No
+2 10 No
+3 20 No
+4 25 No
+5 30 No
+6 35 Yes
+7 40 Yes
+8 45 Yes
+9 50 Yes

Success Chance

SuccessRate = JewelValue - currentLevel × (FailedPercent / 100)

Result is clamped between 0% and 100%.

Example — upgrading from +5 to +6 with Peridot:

70 - 5 × (35 / 100) = 68.25%

Example success chances for key upgrades:

Upgrade Spinel (50) Peridot (70) Iolite (100)
+0 → +1 50.00% 70.00% 100.00%
+4 → +5 48.80% 68.80% 98.80%
+5 → +6 48.25% 68.25% 98.25%
+7 → +8 46.85% 66.85% 96.85%
+8 → +9 46.00% 66.00% 96.00%

Expected Attempts

Jewel To reach +5 From +5 to +9 Recommendation
Onyx ~77 Extremely impractical Not recommended for serious enchanting
Moonstone ~34 Very impractical Only for low-value attempts
Jasper ~21 Very high cost Only if materials are not valuable
Spinel ~10 ~35 Good for +1 to +5
Peridot ~7 ~10 Good balanced choice
Iolite ~5 ~4 Most efficient for high levels

Elements and Skill Effects

The offensive element of a Racket only contributes when it matches the element of the skill effect used.

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 details, see the Skills page.

Elemental Reactions

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

A high element level can still underperform if the element matchup is unfavorable. When damage feels lower than expected, check the reaction table first.

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.

Elemental Defense in Guardian Mode

Guardians have their own elements. When a Guardian uses a skill, it selects the element that matches that skill to amplify its outgoing damage. Guardian elements are attack elements only — they do not reduce incoming player damage.

Example: A Guardian with both Wind and Water that uses Homing Soul will apply Wind, because Homing Soul is a Wind-based skill.

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's attacking element.

Before investing in defensive elemental enchants, check which elements the Guardians you face actually use in the table below.

Guardian Element Reference

Regular Guardians

Guardian Attack Elements Element Grade
Dokaro – Sikaro None 2
Ikaro Earth, Fire 2
Doteko – Siteko None 3
Eteko Wind, Fire 3
Doga – Siga Water 4
Ega Earth, Water 4
Dogoliath – Sigoliath Earth 5
Egoliath Earth, Wind 5
Dotossakan – Sitossakan Earth 5
Etoossakan Earth, Wind 5
Doblood – Siblood Fire 6
Iblood Wind, Fire 6
Windra – Fyra Wind 7
Thundera Wind, Fire 7
All Devil Guardians Wind, Fire 8
Dolizard – Silizard Water 9
Elizard Earth, Water 9
Kuromaro Earth 2
Akamaro Fire 2
Aomaro Water 2
Kokechamaro Wind 2
Chachamaro Earth, Fire 2
Siromaro Wind, Water 2
Yeppeuni – Saechimi Earth, Water 9

Boss Guardians

Boss Attack Elements
Hell Blood Earth, Wind, Fire
Hera Wind, Fire, Water
Royal Lizard Earth, Wind, Water
Tossakan Boss Earth, Fire, Water
TB-255 Earth, Wind, Fire
Dance King Earth, Fire, Water


Higher Element Grade means stronger elemental attacks. To reduce incoming elemental damage from a Guardian, check the reaction table and equip a defensive element that performs well against the Guardian's attack element.

Enchant Strategy

Situation Recommended approach
Attribute Enchanting Use cheapest available Jewel if the attempt is guaranteed
Temporary equipment Avoid serious enchanting or use cheap materials
Elemental +1 to +5 Spinel or better — no downgrade risk, but weak Jewels waste many attempts
Elemental +6 to +7 Peridot or Iolite — downgrade risk starts here
Elemental +8 to +9 Iolite recommended — failures are expensive
Valuable equipment Use stronger Jewels earlier to reduce wasted materials
Offensive build Match Racket element to the skill effects you use most
Defensive setup for Guardian Mode Check the Guardian Element Reference above, then use the reaction table to pick a matching defensive element

Common Mistakes

Mistake Better approach
Using rare Jewels for Attribute Enchanting Attribute Enchanting is often guaranteed — use the cheapest Jewel
Using weak Jewels for high-level Elemental Enchants Peridot or Iolite for +6 and above
Assuming +5 failure downgrades Downgrade risk starts when attempting +6
Treating FailedPercent as the final fail chance It is part of the success formula, not the whole result
Ignoring element matchups when damage feels low Check the reaction table — a high level with a bad matchup still underperforms
Skipping defensive elements entirely in Guardian Mode Guardians use elemental attacks — a matching defensive element reduces damage
Using Elemental Stones on ineligible parts Hair, Glasses, Bag and Socks cannot use Elemental Stones

Related Pages

  • Stats – STR, STA, DEX, WIL, secondary stats and formulas
  • Items – Quick Slot items, Buff Items and item systems
  • Skills – skill effects, usage, timing and synergies
  • Maps – map information and gacha availability
  • Beginner's Guide – recommended starting path for new players