Enchant

The **enchant** command is used to add an enchantment to your sword or armor.

Enchantments increase the stats of your sword/armor. There are a total of **14 possible enchantments**.

The enchant you get is completely random and will replace your existing enchant, which means there is the possibility of downgrading your enchant.

After you reach level 101+ in your enchanter profession, you will have a chance to earn money in an enchant instead of losing it.

*Sword or armor can appear to be "broken" while enchanting. Note that this is only a hidden event that can trigger and your sword/armor **will not actually break**. See events for more information.*

## Usage

The command usage is: **/[enchant/refine/transmute/transcend] [sword/armor]**

Examples: **/enchant armor**, **/refine sword**

## Possible Enchants

**Note: this is an outdated chart and may no longer be accurate.**

*These chances are **not official** and were calculated by analyzing 18,863 enchants. Refine and transmute calculated by using the probability of enchanting. The exact chances are unknown. Based on enchanter being level 1 and having no tier 8 horse buff.*

**Restricted enchants:**

* **OMEGA** - Unlocked after the first time travel (TT1+)
* **ULTRA-OMEGA** - Unlocked after the third time travel (TT3+)
* **GODLY** - Unlocked after the fifth time travel (TT5+)
* **VOID** - Unlocked after the fifteenth time travel (TT15+)

## Command Tiers

Higher tiers of the enchant command are unlocked in certain areas. These commands have a multiplier, which multiplies the cost of the enchantment and the chances of getting a better enchant.

 Refine
 Transmute
 Transcend

**The average result is equivalent for all commands**, so it's better to use the highest tier available as less commands have to be used to achieve the desired enchant.

The cost is calculated by the following formula:

Coins = [max area] \* [multiplier of enchanting command] \* [time travel enchanting multiplier]

## Enchant Boosts

The Sword/Armor enchantment will improve your overall ATK/DEF stats, roughly based on these formulas:

* ATK = (level + cooked stats + sword attack + event stats + potions stats) \* (100% + horse bonus as %) \* (100% + **enchantment bonus as %**)
* DEF = (level + cooked stats + armor defense + event stats + potions stats) \* (100%+ horse bonus as %) \* (100% + **enchantment bonus as %**)

If you have a Magic horse, the formula will be the following:

* ATK = (level + cooked stats + sword attack + event stats + potions stats) \* (100% + **enchant buff%** \* (100% + magic buff%))
* DEF = (level + cooked stats + armor defense + event stats + potions stats) \* (100% + **enchant buff%** \* (100% + magic buff%))

Horse bonus refers to the horse boost percentage shown in "/horse". Enchantment bonus refers to the enchantment boost percentage shown in "/help enchant" or in the table above.

## Possible Boosts

When you have a tier 8 horse or above, your chance for better enchantments are increased **greatly**.

There is a time travel multiplier, which increases both price and efficiency for better enchantments depending on your time travel. You can see this boost with **/time travel.**

Enchanter profession increases the chance for better enchantments (see below) but the boost is unnoticeable.

## Enchanter Profession XP

Refer to enchanter profession for information about enchanter profession XP earned through the enchant command and its upgrades.

## Ascended players

Ascended players can use higher tier enchanting commands if they have unlocked it previously. The cost does not change and still follows the formulas in the table above. This way, players can gain access to enchanting in area 1.