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Inicio › El Codex › Kugan: Especializaciones › Enchanter

Enchanter

Sage · 10 Habilidades Kugan · 2 activa, 8 pasiva

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.
Tactical★★★★★Choosing enchantment elements, zones, defensive coats and party buffs requires strong encounter awareness.
Healer★★☆☆☆Recovery and Rejuvenation effects can sustain allies, but healing is secondary.
Buffer★★★★★Weapon enchantments, elemental party buffs and battle-damage charges make Enchanting an excellent buffer.
Debuffer★★★★☆Fever, Chill, Break and Creeple from elemental hits provide strong status pressure.
DPS Melee Physical★★★☆☆Enchanted weapon hits gain extra battle damage, especially for attack-heavy builds.
DPS Ranged Physical★★★☆☆Enchantments and charges apply to later hits regardless of type, supporting ranged attackers as well.
DPS Magical★★★★☆Added battle damage scales from MATK and elemental zones reinforce magical offense.
Special★★★★★Element-based party modes and weapon charge distribution give Enchanting a unique support identity.
Resources★★★★☆Resplenish restores SP over time and on kills, helping sustain enchantment-heavy play.
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.

NivelAttributeHP/SP
1INT+1%
2DEX+2%
3VIT+3%
4DEX+4%
5INT+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.

NivelSkill
1Flame Launcher / Elemental Converter Fire Level 1
2Flame Launcher / Elemental Converter Fire Level 2
3Flame Launcher / Elemental Converter Fire Level 3
4Flame Launcher / Elemental Converter Fire Level 4
5Flame 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.

NivelBattle DamageStatus Rate
140%2%
280%4%
3120%6%
4160%8%
5200%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.

NivelSkill
1Frost Weapon / Elemental Converter Water Level 1
2Frost Weapon / Elemental Converter Water Level 2
3Frost Weapon / Elemental Converter Water Level 3
4Frost Weapon / Elemental Converter Water Level 4
5Frost 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.

NivelBattle DamageStatus Rate
140%2%
280%4%
3120%6%
4160%8%
5200%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.

NivelSkill
1Lightning Loader / Elemental Converter Wind Level 1
2Lightning Loader / Elemental Converter Wind Level 2
3Lightning Loader / Elemental Converter Wind Level 3
4Lightning Loader / Elemental Converter Wind Level 4
5Lightning 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.

NivelBattle DamageStatus Rate
140%2%
280%4%
3120%6%
4160%8%
5200%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.

NivelSkill
1Seismic Weapon / Elemental Converter Earth Level 1
2Seismic Weapon / Elemental Converter Earth Level 2
3Seismic Weapon / Elemental Converter Earth Level 3
4Seismic Weapon / Elemental Converter Earth Level 4
5Seismic 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.

NivelBattle DamageStatus Rate
140%2%
280%4%
3120%6%
4160%8%
5200%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.

NivelSkillCooldown
1Health Conversion Level 130 seconds
2Health Conversion Level 125 seconds
3Health Conversion Level 120 seconds
4Health Conversion Level 115 seconds
5Health Conversion Level 110 seconds
Minor Advanced Skill Modifiers
CooldownCasting TimeSP costDuration
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.

NivelStrongMediumLow
16%4%2%
212%8%4%
318%12%6%
424%16%8%
530%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.

NivelSkill
1Volcano, Deluge, Violent Gale and Gaia's Cradle Level 1
2Volcano, Deluge, Violent Gale and Gaia's Cradle Level 2
3Volcano, Deluge, Violent Gale and Gaia's Cradle Level 3
4Volcano, Deluge, Violent Gale and Gaia's Cradle Level 4
5Volcano, 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.

NivelSP on timeSP on kill
10%5
21%10
31%15
42%20
52%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.

NivelAreaDuration
13x320 seconds
25x530 seconds
37x740 seconds
49x950 seconds
511x1160 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.

NivelAreaChargesBattle Damage (user)Battle Damage (allies)
13x34120%60%
25x56140%70%
37x78160%80%
49x910180%90%
511x1112200%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