Enchanting is the art of lending a weapon the memory of an element.
Its specialists do not merely change damage type. They teach fire to bite twice, water to linger in the wound, wind to break rhythm, and earth to drag the enemy down. Around them, the whole party's equipment starts to feel awake.
The Enchanting path revolves around elemental weapon support. Flame Launcher, Frost Weapon, Lightning Loader and Seismic Weapon add MATK-based battle damage and status effects while also granting elemental converter creation. Health Conversion becomes an elemental defensive coat, field zones improve elemental control, and Resplenish restores SP over time and on kills. Enchanting Elemental gives nearby allies a buff based on the active weapon enchantment, while Enchanting Charge loads allied weapons with neutral battle-damage charges based on the user's MATK.
Enchanting wins by making every ordinary hit carry a second decision.
To fight beside Enchanting is to feel your weapon learn weather.
To fight against it is to be struck by more than steel.
| Tank | ★★★☆☆ | Elemental defensive coats and Fortitude-style support improve survival, but Enchanting is not a pure tank. |
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| Tactical | ★★★★★ | Choosing enchantment elements, zones, defensive coats and party buffs requires strong encounter awareness. |
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| Healer | ★★☆☆☆ | Recovery and Rejuvenation effects can sustain allies, but healing is secondary. |
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| Buffer | ★★★★★ | Weapon enchantments, elemental party buffs and battle-damage charges make Enchanting an excellent buffer. |
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| Debuffer | ★★★★☆ | Fever, Chill, Break and Creeple from elemental hits provide strong status pressure. |
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| DPS Melee Physical | ★★★☆☆ | Enchanted weapon hits gain extra battle damage, especially for attack-heavy builds. |
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| DPS Ranged Physical | ★★★☆☆ | Enchantments and charges apply to later hits regardless of type, supporting ranged attackers as well. |
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| DPS Magical | ★★★★☆ | Added battle damage scales from MATK and elemental zones reinforce magical offense. |
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| Special | ★★★★★ | Element-based party modes and weapon charge distribution give Enchanting a unique support identity. |
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| Resources | ★★★★☆ | Resplenish restores SP over time and on kills, helping sustain enchantment-heavy play. |
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| Mobility | ★★☆☆☆ | Enchanting supports from position rather than moving quickly. |
Los textos de los Kugans y de las habilidades están en inglés, exactamente como en el juego.
Enchanting Specialization
Passive
Lv máx 5
- ID
- 4550
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Each level grants +2 to one attribute and +1% HP/SP.
| Nivel | Attribute | HP/SP |
| 1 | INT | +1% |
| 2 | DEX | +2% |
| 3 | VIT | +3% |
| 4 | DEX | +4% |
| 5 | INT | +5% |
- Attribute bonuses are cumulative: at level 5 you get INT +4, DEX +4 and VIT +2.
Enchanting Fire
Passive
Lv máx 5
- ID
- 4551
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Enable the use of a minored version of Flame Launcher & Fire Elemental Change.
Also grants Create Elemental Converter.
| Nivel | Skill |
| 1 | Flame Launcher / Elemental Converter Fire Level 1 |
| 2 | Flame Launcher / Elemental Converter Fire Level 2 |
| 3 | Flame Launcher / Elemental Converter Fire Level 3 |
| 4 | Flame Launcher / Elemental Converter Fire Level 4 |
| 5 | Flame Launcher / Elemental Converter Fire Level 5 |
Already Flame Launcher in Skill Tree
When the weapon is enchanted with Flame Launcher all magical hits adds 40% per SkillLvl fire battle damage and can cause the status Fever (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the fire element.
| Nivel | Battle Damage | Status Rate |
| 1 | 40% | 2% |
| 2 | 80% | 4% |
| 3 | 120% | 6% |
| 4 | 160% | 8% |
| 5 | 200% | 10% |
- Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
- Fire Elemental Change is always granted at level 1. Create Elemental Converter is granted at the level of the Kugan (shared with the other Enchanting Kugans).
Enchanting Water
Passive
Lv máx 5
- ID
- 4552
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Enable the use of a minored version of Frost Weapon & Water Elemental Change.
Also grants Create Elemental Converter.
| Nivel | Skill |
| 1 | Frost Weapon / Elemental Converter Water Level 1 |
| 2 | Frost Weapon / Elemental Converter Water Level 2 |
| 3 | Frost Weapon / Elemental Converter Water Level 3 |
| 4 | Frost Weapon / Elemental Converter Water Level 4 |
| 5 | Frost Weapon / Elemental Converter Water Level 5 |
Already Frost Weapon in Skill Tree
When the weapon is enchanted with Frost Weapon all magical hits adds 40% per SkillLvl water battle damage and can cause the status Chill (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the water element.
| Nivel | Battle Damage | Status Rate |
| 1 | 40% | 2% |
| 2 | 80% | 4% |
| 3 | 120% | 6% |
| 4 | 160% | 8% |
| 5 | 200% | 10% |
- Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF
- Water Elemental Change is always granted at level 1. Create Elemental Converter is granted at the level of the Kugan (shared with the other Enchanting Kugans).
Enchanting Wind
Passive
Lv máx 5
- ID
- 4553
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Enable the use of a minored version of Lightning Loader & Wind Elemental Change.
Also grants Create Elemental Converter.
| Nivel | Skill |
| 1 | Lightning Loader / Elemental Converter Wind Level 1 |
| 2 | Lightning Loader / Elemental Converter Wind Level 2 |
| 3 | Lightning Loader / Elemental Converter Wind Level 3 |
| 4 | Lightning Loader / Elemental Converter Wind Level 4 |
| 5 | Lightning Loader / Elemental Converter Wind Level 5 |
Already Lightning Loader in Skill Tree
When the weapon is enchanted with Lightning Loader all magical hits adds 40% per SkillLvl wind battle damage and can cause the status Cripple (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the wind element.
| Nivel | Battle Damage | Status Rate |
| 1 | 40% | 2% |
| 2 | 80% | 4% |
| 3 | 120% | 6% |
| 4 | 160% | 8% |
| 5 | 200% | 10% |
- Cripple (SC_CREEPLE) : Maximum HP and SP reduced by 25% (20% on bosses, 15% on MVP bosses), healing received reduced by 30%, cured by Cure, considered has common status, resistance attribut is MDEF
- Wind Elemental Change is always granted at level 1. Create Elemental Converter is granted at the level of the Kugan (shared with the other Enchanting Kugans).
Enchanting Earth
Passive
Lv máx 5
- ID
- 4554
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Enable the use of a minored version of Seismic Weapon & Earth Elemental Change.
Also grants Create Elemental Converter.
| Nivel | Skill |
| 1 | Seismic Weapon / Elemental Converter Earth Level 1 |
| 2 | Seismic Weapon / Elemental Converter Earth Level 2 |
| 3 | Seismic Weapon / Elemental Converter Earth Level 3 |
| 4 | Seismic Weapon / Elemental Converter Earth Level 4 |
| 5 | Seismic Weapon / Elemental Converter Earth Level 5 |
Already Seismic Weapon in Skill Tree
When the weapon is enchanted with Seismic Weapon all magical hits adds 40% per SkillLvl earth battle damage and can cause the status Feeble (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the earth element.
| Nivel | Battle Damage | Status Rate |
| 1 | 40% | 2% |
| 2 | 80% | 4% |
| 3 | 120% | 6% |
| 4 | 160% | 8% |
| 5 | 200% | 10% |
- Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
- Earth Elemental Change is always granted at level 1. Create Elemental Converter is granted at the level of the Kugan (shared with the other Enchanting Kugans).
Enchanting Conversion
Passive
Lv máx 5
- ID
- 4555
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Enable the use of a minored version of Health Conversion.
| Nivel | Skill | Cooldown |
| 1 | Health Conversion Level 1 | 30 seconds |
| 2 | Health Conversion Level 1 | 25 seconds |
| 3 | Health Conversion Level 1 | 20 seconds |
| 4 | Health Conversion Level 1 | 15 seconds |
| 5 | Health Conversion Level 1 | 10 seconds |
Minor Advanced Skill Modifiers | Cooldown | Casting Time | SP cost | Duration |
| depends on level | +2s | +50% | - |
Already Health Conversion in Skill Tree
When used this skill grants to user a defensive coat which reduce elemental damage for a period of time (30 seconds).
The element used is the same as the weapon enchanting skill (Flame launcher, etc).
Fire grants strong resistance to fire, medium to earth, low to wind and none to water.
Water grants strong resistance to water, medium to fire, low to earth and none to wind.
Earth grants strong resistance to earth, medium to wind, low to water and none to fire.
Wind grants strong resistance to wind, medium to water, low to fire and none to earth.
| Nivel | Strong | Medium | Low |
| 1 | 6% | 4% | 2% |
| 2 | 12% | 8% | 4% |
| 3 | 18% | 12% | 6% |
| 4 | 24% | 16% | 8% |
| 5 | 30% | 20% | 10% |
Enchanting Zone
Passive
Lv máx 5
- ID
- 4556
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Enable the use of a minored version of Volcano, Deluge, Violent Gale and Gaia's Cradle.
| Nivel | Skill |
| 1 | Volcano, Deluge, Violent Gale and Gaia's Cradle Level 1 |
| 2 | Volcano, Deluge, Violent Gale and Gaia's Cradle Level 2 |
| 3 | Volcano, Deluge, Violent Gale and Gaia's Cradle Level 3 |
| 4 | Volcano, Deluge, Violent Gale and Gaia's Cradle Level 4 |
| 5 | Volcano, Deluge, Violent Gale and Gaia's Cradle Level 5 |
Already in Skill Tree (each skill separately)
Increase the level of Volcano, Deluge, Violent Gale and Gaia's Cradle by 1 per Enchanting Zone level.
Enchanting Resplenish
Passive
Lv máx 5
- ID
- 4557
- Tipo
- Passive
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
Recovers some SP every 5 seconds and on every kill performed.
| Nivel | SP on time | SP on kill |
| 1 | 0% | 5 |
| 2 | 1% | 10 |
| 3 | 1% | 15 |
| 4 | 2% | 20 |
| 5 | 2% | 25 |
- SP on kill is gained for kills made with melee, ranged or magical attacks.
Enchanting Elemental
Active
Lv máx 5
- ID
- 4558
- Tipo
- Active
- Nivel máximo
- 5
- Coste de aprendizaje
- 1
- LP Cost
- 15
- Cast
- 1 sec (interruptible, not reduced by DEX)
- Cooldown
- 30 seconds
- Duration
- 20/30/40/50/60 seconds
- Area
- 3x3/5x5/7x7/9x9/11x11 (party members)
- Target
- Self and party
The user and his nearby party members receive an effect that depends on the element of the user's weapon.
Fire : Brave, Water : Recovery, Earth : Fortitude, Wind : Swift, Other : Rejuvenation.
| Nivel | Area | Duration |
| 1 | 3x3 | 20 seconds |
| 2 | 5x5 | 30 seconds |
| 3 | 7x7 | 40 seconds |
| 4 | 9x9 | 50 seconds |
| 5 | 11x11 | 60 seconds |
- Brave (SC_BRAVE) : Resistance to status increase by half, SP recovery (0,5 %) every seconds, maximum SP increased by 25%
- Recovery (SC_RECOVERY) : Duration of status reduce by half, HP recovery (0,5 %) every seconds, maximum HP increased by 25%
- Swift (SC_SWIFT) : Gives 30% to only get a scratch (1 damage) from an attack (no matter the type)
- Fortitude (SC_FORTITUDE) : Gives 50% chance to resist knockback or cancel, halved knockback distance, increase by 33% heal/potion received and hit recovery speed
- Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds
Enchanting Charge
Active
Lv máx 5
- ID
- 4559
- Tipo
- Active
- Nivel máximo
- 5
- Coste de aprendizaje
- 2
- LP Cost
- 15
- Cast
- 1.5 sec (interruptible, not reduced by DEX)
- Cooldown
- 5 seconds
- Duration
- 60 seconds
- Area
- 3x3/5x5/7x7/9x9/11x11 (party members)
- Target
- Self and party
The user and his nearby party members receive an effect which charges their weapons with battle damage that are inflicted on subsequent hits, regardless of type.
Those Damage are based on the user's MATK (not allies), are reduced by target's MDEF, are increased by half on monsters and bears the neutral element.
The user himself receives twice the battle damage of his allies. Each hit dealt uses one charge.
| Nivel | Area | Charges | Battle Damage (user) | Battle Damage (allies) |
| 1 | 3x3 | 4 | 120% | 60% |
| 2 | 5x5 | 6 | 140% | 70% |
| 3 | 7x7 | 8 | 160% | 80% |
| 4 | 9x9 | 10 | 180% | 90% |
| 5 | 11x11 | 12 | 200% | 100% |
- The MATK value is rolled once, between the user's minimum and maximum MATK, when the skill is used.
Generado a partir de los datos del juego (cliente skilldescript.lub, servidor skill_kugan_specialization_db.yml) · October 26, 2026