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=== Elemental Reactions ===
== 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:
 
{| class="wikitable"
! 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|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:
 
'''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.
 
{| class="wikitable"
! 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:
 
* [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 are used during enchant attempts.
 
For Elemental Enchanting, stronger Jewels greatly improve the success chance.
 
{| class="wikitable"
! 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.
 
{| class="wikitable"
! 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:
 
<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 are used for Elemental Enchanting.
 
{| class="wikitable"
! 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'''.
 
{| class="wikitable"
! 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:
 
<pre>
SuccessRate = Jewel Success Value - current enchant level × (FailedPercent / 100)
</pre>
 
The result is limited between '''0%''' and '''100%'''.
 
Example:
 
Trying to upgrade from '''+5 to +6''' uses the +6 row.
 
With '''Peridot''':
 
<pre>
70 - 5 × (35 / 100) = 68.25%
</pre>
 
With '''Iolite''':
 
<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"
! 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:
 
<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"
! 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.
 
{| 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 ==
 
Elemental attack only matters when the offensive element matches the element of the used skill effect.
 
{| class="wikitable"
! 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|Skills]]''' page.
 
== Elemental Reactions ==


Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.
Elemental reactions determine whether an elemental attack or elemental defense is strong, weak or neutral against another element.
Line 316: Line 1,075:
|}
|}


'''Attack''' describes how strong an elemental attack is when compared against another element.
'''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 ===
 
{| class="wikitable"
! 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 ===
 
{| class="wikitable"
! 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 ==
 
{| class="wikitable"
! 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 ==


'''Defense''' describes how well an elemental defense works against an elemental racket attack.
* '''[[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 ===
=== How to Read the Reaction Table ===

Revision as of 12:31, 6 May 2026

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 Attributes to equipment: STR, STA, DEX or 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 page.

Enchantment overview
Enchantment overview

Enchantment Types

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:

For detailed information about these attributes, see the 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 Atlantis, Dance Time and 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.

Jewels used for enchantment
Jewels used for enchantment
Jewel Rarity Found in Notes
Jasper Common Arena, Atlantis, Machine City, Dance Time Basic Jewel for enchantments
Moonstone Common Arena, Atlantis, Machine City, Dance Time Basic Jewel for enchantments
Onyx Common Arena, Atlantis, Machine City, Dance Time Basic Jewel for enchantments
Spinel Rare Atlantis, Machine City, Dance Time Useful for lower enchantment levels
Peridot Rare Atlantis, Machine City, Dance Time Useful for mid-level and high-level enchantments
Iolite Very Rare Machine City, Arena Recommended for the hardest enchantment levels

Basic Enchantment Process

The basic enchantment process is similar for Attribute Enchantments and Element Enchantments.

  1. Check whether your item can be enchanted.
  2. Make sure you have the required enchantment material.
  3. Right-click the item you want to enchant.
  4. Select Enchant.
  5. Choose the enchantment type and material.
  6. Select the Jewel you want to use.
  7. Check the displayed success rate.
  8. 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.

Right-click an item and select Enchant
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:

For a detailed explanation of these attributes and how they affect gameplay, see the Stats page.

Required Items

To perform an Attribute Enchantment, you need:

  1. Tablet
  2. 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.
Checking equipment before enchantment
Checking equipment before enchantment

Starting an Attribute Enchantment

  1. Right-click the item you want to enchant.
  2. Select Enchant.
  3. Choose the attribute you want to improve.
  4. Select the Tablet.
  5. Select the Jewel you want to use.
  6. Check the success rate.
  7. Press Start.
Attribute enchantment menu
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.

Element enchantment levels
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.

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.

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

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:

  1. Learn which equipment is worth improving.
  2. Use Attribute Tablets carefully on gear you plan to keep.
  3. Use the cheapest available Jewel for Attribute Enchanting if the attempt is guaranteed.
  4. Do not waste Iolite on temporary equipment.
  5. Use cheaper Jewels only when the risk is acceptable.
  6. Be careful after +5 because downgrade risk starts when attempting +6.
  7. Save Iolite for valuable equipment or final high-level Elemental Enchant attempts.
  8. 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:

  1. Elemental Stone
  2. 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.

Checking element enchantment eligibility
Checking element enchantment eligibility
Element enchantment item information
Element enchantment item information

Starting an Element Enchantment

  1. Right-click the item you want to enchant.
  2. Select Enchant.
  3. Choose the Elemental Stone you want to use.
  4. Select the Jewel you want to use.
  5. Check the success rate.
  6. Press Start.
Selecting an Elemental Stone
Selecting an Elemental Stone
Starting the element enchantment
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.

Enchantment level Recommended approach Notes
+1 to +4 Use low-level or common Jewels first Failed attempts do not reset the enchantment level before +5, so it is usually worth trying cheaper Jewels first.
+5 Spinel is still a good option The enchantment can start failing at this stage. If the attempt fails, the item can drop back to +4.
+6 to +7 Peridot is recommended, but cheaper Jewels can still be used if you have many of them Peridot gives a better chance, but players with many lower Jewels may try to save rarer materials.
+8 to +9 Iolite is the safest option, but Peridot can still succeed 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

  • Stats – explains attributes, secondary stats and formulas.
  • Items – explains equipment, item bonuses and gear.
  • Skills – explains actual abilities.
  • Maps – shows map information and Gacha availability.

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.