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* '''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:
New players should understand the system before using rare Jewels or Elemental Stones, as all materials are consumed on use.
 
* 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 ==
== How to Obtain Materials ==
 
If you are new, remember this:


{| class="wikitable"
{| class="wikitable"
! Material
! Material
! Simple explanation
! Source
|-
| '''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
|}
 
Simple rules:
 
* '''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'''.
* For Guardian progression, offensive elements and useful stats are usually more important than defensive elemental enchants.
 
== How to Obtain Enchant Materials ==
 
Enchant materials can come from the shop and from Guardian-related gachas.
 
{| class="wikitable"
! Material
! Main 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 drop tables, use the '''[[JFTSE Item Finder|JFTSE Item Finder]]''': [https://lilli-samson.github.io/JFTSE-Item-Finder/]
 
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.


== 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 246: 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.
Up to +3 STR can be added through Attribute Enchanting.
</pre>


* Body
Because Attribute Enchanting is often guaranteed or near-guaranteed, use the cheapest available Jewel and save stronger Jewels for Elemental Enchanting.
* Pants
* Foot
* Cap
* Hand
* Racket
 
Elemental Stones cannot be applied to:
 
* Hair
* 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 406: 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 431: Line 263:
| 68.25%
| 68.25%
| 98.25%
| 98.25%
|-
| '''+6 → +7'''
| 47.60%
| 67.60%
| 97.60%
|-
|-
| '''+7 → +8'''
| '''+7 → +8'''
Line 448: 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 ==
{| class="wikitable"
! Situation
! Suggested approach
! Why
|-
| '''Attribute Enchanting'''
| Use the cheapest available Jewel if the attempt is guaranteed
| Rare Jewels are more valuable for Elemental Enchanting
|-
| '''Temporary equipment'''
| Avoid serious enchanting or use cheap materials
| Save rare materials for better gear
|-
| '''Elemental +1 to +5'''
| Spinel or better if possible
| No downgrade risk yet, but weak Jewels can waste many attempts
|-
| '''Elemental +6 to +7'''
| Peridot or Iolite
| Downgrade risk starts here
|-
| '''Elemental +8 to +9'''
| Iolite recommended
| Failures are expensive and can downgrade the item
|-
| '''Valuable equipment'''
| Use stronger Jewels earlier
| Reduces wasted Stones, Jewels and downgrade recovery
|}
== Offensive and Defensive Elements ==
Elemental Enchants can affect elemental gameplay in two different ways:
* '''Offensive element''' – mainly comes from the equipped '''Racket'''.
* '''Defensive elements''' – can come from other eligible equipment parts.
The equipped '''Racket''' is used as the offensive element when it matches the element of the used skill effect.
Example:
* A '''Fire'''-enchanted Racket can support Fire-based effects such as '''Fireball''', '''Meteor''' or '''Inferno'''.
* A '''Wind'''-enchanted Racket can support Wind-based effects such as '''Homing Soul''' or '''Magic Circle'''.
Other eligible equipment parts can contribute defensive elements and may help against incoming elemental attacks.
{| 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
|}
'''Important:''' Elemental attack is not only about having a high enchantment level. The element also needs to match the effect you want to support.


== 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"
! Element
! Element
! Example skill effects
! Example skill effects
! Notes
|-
|-
| '''Fire'''
| '''Fire'''
| Fireball, Meteor, Small Meteor, Inferno
| Fireball, Meteor, Small Meteor, Inferno
| Common offensive element for direct damage effects
|-
|-
| '''Wind'''
| '''Wind'''
| Homing Soul, Magic Circle
| Homing Soul, Magic Circle
| Useful for tracking pressure or area-control effects
|-
|-
| '''Earth'''
| '''Earth'''
| Crab trap, Kiss of Medusa
| Crab Trap, Kiss of Medusa
| Related to trap or control-style effects
|-
|-
| '''Water'''
| '''Water'''
| Blizzard
| Blizzard
| Related to water-based pressure
|}
|}


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.
This matters because the same elemental enchantment can perform differently depending on the opponent's defensive element.
In simple terms:
* A '''Strong''' reaction means the element is favorable.
* A '''Weak''' reaction means the element is unfavorable.
* A neutral or empty entry means there is no special strong or weak interaction shown in the table.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
Line 799: 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.
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.


Example:
== Elemental Defense in Guardian Mode ==


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


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


'''Tip:''' 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.
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.


'''Note:''' Elemental reactions follow FT's own game logic and should not be assumed to work like elemental systems in other games.
Before investing in defensive elemental enchants, check which elements the
Guardians you face actually use in the table below.


=== Weak Reactions and Final Damage ===
== Guardian Element Reference ==


A '''Weak''' reaction means that this specific elemental matchup is unfavorable in the reaction table.
=== Regular Guardians ===


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:
{| class="wikitable"
! 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
|}


* the offensive element
=== Boss Guardians ===
* the defender's active defensive elements
* the enchantment levels involved
* how multiple defensive elements are combined


Because of this, a setup can sometimes behave differently than expected when looking at only one Weak entry.
{| class="wikitable"
 
! Boss
'''Important:''' 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.
! Attack Elements
 
|-
'''Practical note:''' If your damage is higher or lower than expected, test the setup ingame and compare different defensive element combinations.
| '''Hell Blood'''
 
| Earth, Wind, Fire
== Defensive Element Stacking ==
|-
 
| '''Hera'''
Defensive elements can come from multiple eligible equipment parts.
| Wind, Fire, Water
 
|-
This means a defensive setup can use more than one element at the same time.
| '''Royal Lizard'''
 
| Earth, Wind, Water
For example, if an opponent uses a '''Wind'''-enchanted Racket, the reaction table shows that both '''Earth Defense''' and '''Water Defense''' perform well against Wind.
|-
 
| '''Tossakan Boss'''
{| class="wikitable" style="text-align:center;"
| Earth, Fire, Water
! Incoming attack
! Defensive element
! Reaction
|-
|-
| '''Wind Attack'''
| '''TB-255'''
| '''Earth Defense'''
| Earth, Wind, Fire
| Strong
|-
|-
| '''Wind Attack'''
| '''Dance King'''
| '''Water Defense'''
| Earth, Fire, Water
| Strong
|}
|}


Because of this, using both '''Earth''' and '''Water''' as defensive elements can be stronger than relying on only one of them, if both defensive elements are active on eligible equipment parts.
In practice:
* '''Earth Defense alone''' can help against Wind.
* '''Water Defense alone''' can also help against Wind.
* '''Earth + Water Defense together''' can provide better defensive coverage against Wind-based attacks.
This makes defensive element choice more than just picking one element. Players can combine defensive elements based on the attacks they expect to face.
== Elemental Defense in Guardian Mode ==
Defensive Elemental Enchants are mostly relevant against other players.
In Guardian Mode, enemies generally do not use enchanted equipment like players do.
Because of this, defensive Elemental Enchants are usually not useful for reducing Guardian damage.


For Guardian, Elemental Enchanting is mainly useful offensively:
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.


* Use an elemental Racket that matches the skill effects you want to improve.
== Enchant Strategy ==
* For example, a Fire-enchanted Racket can support Fire-based effects such as Fireball, Meteor or Inferno.
* Defensive elemental setups are much more relevant in Battle / player combat than in Guardian Mode.
 
'''Practical note:''' If your main goal is Guardian progression, prioritize offensive element matching and useful stats before investing heavily into defensive elemental enchants.
 
== Practical Element Tips ==


{| class="wikitable"
{| class="wikitable"
! Situation
! Situation
! Practical advice
! Recommended approach
|-
|-
| '''You want to increase damage with Fire skills'''
| '''Attribute Enchanting'''
| Use a Fire-enchanted Racket and check how Fire performs against the target's defensive element
| Use cheapest available Jewel if the attempt is guaranteed
|-
|-
| '''You want to build around Homing Soul or Magic Circle'''
| '''Temporary equipment'''
| Wind enchantment on the Racket is usually the relevant offensive element
| Avoid serious enchanting or use cheap materials
|-
|-
| '''You mainly play Guardian'''
| '''Elemental +1 to +5'''
| Defensive elemental enchants are usually not useful there. Focus more on offensive element matching and useful stats.
| Spinel or better — no downgrade risk, but weak Jewels waste many attempts
|-
|-
| '''You want defensive elemental protection'''
| '''Elemental +6 to +7'''
| Check which incoming element you want to resist and use the reaction table before choosing defensive elements
| Peridot or Iolite — downgrade risk starts here
|-
|-
| '''You are unsure which element to choose'''
| '''Elemental +8 to +9'''
| Start by matching your Racket element to the skill effects you actually use most
| Iolite recommended — failures are expensive
|-
|-
| '''Your damage feels lower than expected'''
| '''Valuable equipment'''
| Check whether the enemy's defensive element creates a weak or unfavorable matchup
| 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 Enchant Mistakes ==
== Common Mistakes ==


{| class="wikitable"
{| class="wikitable"
Line 912: Line 593:
! Better approach
! Better approach
|-
|-
| Using rare Jewels on Attribute Enchanting
| Using rare Jewels for Attribute Enchanting
| Use the cheapest available Jewel if Attribute Enchanting is guaranteed
| Attribute Enchanting is often guaranteed — use the cheapest Jewel
|-
|-
| Using rare Jewels on temporary equipment
| Using weak Jewels for high-level Elemental Enchants
| Save strong Jewels for equipment you plan to keep
| Peridot or Iolite for +6 and above
|-
|-
| Using weak Jewels for serious high-level Elemental Enchants
| Assuming +5 failure downgrades
| Save Peridot or Iolite for higher levels
|-
| Thinking +5 failure downgrades
| Downgrade risk starts when attempting +6
| Downgrade risk starts when attempting +6
|-
|-
| Treating FailedPercent as the final fail chance
| Treating FailedPercent as the final fail chance
| It is part of the success calculation, not the whole formula
| It is part of the success formula, not the whole result
|-
|-
| Looking only at enchant success chance
| Ignoring element matchups when damage feels low
| Also consider how rare the Jewel and Stone are
| Check the reaction table — a high level with a bad matchup still underperforms
|-
|-
| Using Elemental Stones on the wrong equipment parts
| Skipping defensive elements entirely in Guardian Mode
| Check eligible equipment parts before enchanting
| Guardians use elemental attacks — a matching defensive element reduces damage
|-
|-
| Investing into defensive elemental enchants mainly for Guardian
| Using Elemental Stones on ineligible parts
| Defensive elements are mostly useful against players, not Guardian enemies
| Hair, Glasses, Bag and Socks cannot use Elemental Stones
|-
| 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.
# For Guardian, focus more on offensive element matching and useful stats than defensive elements.
# Compare both drop rate and success chance before deciding which Jewel to use for Elemental Enchanting.


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


* '''[[Stats]]''' – explains STR, STA, DEX, WIL, Secondary Stats and formulas.
* '''[[Stats]]''' – STR, STA, DEX, WIL, secondary stats and formulas
* '''[[Items]]''' – explains Quick Slot items, Buff Items and item systems.
* '''[[Items]]''' – Quick Slot items, Buff Items and item systems
* '''[[Skills]]''' – explains gameplay effects, usage, timing and synergies.
* '''[[Skills]]''' – skill effects, usage, timing and synergies
* '''[[Maps]]''' – shows map information and Gacha availability.
* '''[[Maps]]''' – map information and gacha availability
* '''[[Beginner's Guide]]''' – explains the recommended starting path for new players.
* '''[[Beginner's Guide]]''' – recommended starting path for new players

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