Enchanting
Enchanting only happens with drop-only scrolls. Reading one bumps a piece of gear by +1. Past a guaranteed band, failure destroys the item — a voluntary gold/gear sink instead of a durability system.
There are two scrolls:
| Scroll | Target | +N effect | Category | Price | World drop rate |
|---|---|---|---|---|---|
| Scroll of Enchant Weapon | Your equipped main-hand weapon | +N to hit and damage rolls | enchant_scroll | 1,200c | 1% (0.5% on kills at effective level 8 or below) |
| Scroll of Enchant Armor | A random piece of worn armor | +N to Guard | enchant_armor_scroll | 1,200c | 1% (0.5% on kills at effective level 8 or below) |
Merchants don’t sell either scroll — the only source is a world drop, and you can sell one back if you find one you don’t want. Effective level is the monster’s level after dungeon-depth scaling, so a low-level monster on a deep floor doesn’t count as low-level; chests and barrels/crates have no level and drop at the full rate.
Success effect
Section titled “Success effect”A successful enchant now plays about 5 seconds of light effects (weapon or armor alike) — the server broadcasts the event to everyone on the same floor, including yourself. A weapon enchant traces golden filaments and a halo along the blade while your character holds it raised overhead; an armor enchant radiates golden rays outward from the chest. Moving, fighting, interacting, or mounting/dismounting immediately cuts the pose short and returns to normal — it’s purely a visual cue and doesn’t affect the enchant’s odds or outcome.
Whetstone Oil
Section titled “Whetstone Oil”Reading either scroll now also spends one bottle of Whetstone Oil — without one the read is refused outright and the scroll isn’t consumed.
| Item | Detail |
|---|---|
| Item | whetstone_oil (category reagent, stackable, weight 0.2) |
| Buy | Sold by Rica for 1g (10,000c); sells back at 40% = 4,000c |
| Spent | 1 bottle per read — whether it succeeds or destroys the item |
The oil has no use on its own — its only purpose is enchanting. It’s purely an extra gold sink on the system and doesn’t touch any of the odds above.
Reading rules
Section titled “Reading rules”Common to both:
- You can’t read while incapacitated (downed) — the scroll isn’t consumed.
- Locked equipment is excluded from the enchant target (protocol v69) — no weapon equipped, no armor worn, or every candidate locked, all get rejected the same way, without consuming the scroll. See Item locks.
- No Whetstone Oil also gets rejected, consuming neither the scroll nor the oil — this check comes after the target check, right before anything is spent.
- You can’t read while a trade window is open: the oil is drawn by item definition, not by instance, so it can’t be reconciled against quantities reserved in the trade.
- If there’s a target and oil to spend, the scroll and the oil are both consumed whether the roll succeeds or destroys the item.
- The odds roll happens server-side outside the lock; the result comes back with an updated inventory snapshot and Guard together.
Armor-only rules:
- The target is picked uniformly at random among currently worn and
unlocked
category=armoritems — helmet, body armor, shield, gloves, pants, and boots all count. - Weapons and accessories (rings, necklaces, belts) are never targeted.
ring_of_protectiongrants Guard but is anaccessory, so it can’t be enchanted. - Only pieces worn and unlocked at the moment you read are candidates — taking a piece off or locking it removes it from the pool, which effectively lets you choose your target (see “What the random target actually means” below).
The success ladder
Section titled “The success ladder”Weapons are guaranteed through +5; armor is guaranteed through +3. Past that, both follow the same curve (75% / 50% / 25% → halving from there → a 1% floor), but armor’s curve starts two steps earlier — armor has 6 slots, so giving it the same guaranteed band as a single weapon would multiply total Guard gain by 6.
| Current → next | Weapon success | Armor success |
|---|---|---|
| +0 → +1 | 100% | 100% |
| +1 → +2 | 100% | 100% |
| +2 → +3 | 100% | 100% |
| +3 → +4 | 100% | 75% |
| +4 → +5 | 100% | 50% |
| +5 → +6 | 75% | 25% |
| +6 → +7 | 50% | 12.5% |
| +7 → +8 | 25% | 6.25% |
| +8 → +9 | 12.5% | 3.12% |
| +9 → +10 | 6.25% | 1.56% |
| +10 → +11 | 3.12% | 1% (floor) |
| +11 → +12 | 1.56% | 1% |
| +12 and up | 1% (floor) | 1% |
The failure chance is whatever’s left over in that row, and destruction is the only failure outcome. The ladder stops thinning at 1% — there’s no theoretical cap, just an exploding cost.
Expected cost
Section titled “Expected cost”Assuming a failure also loses the base item and resets to +0, here are the
expected values (recurrence: E[item](N) = E[item](N-1) / p_N,
E[scroll](N) = (E[scroll](N-1) + 1) / p_N):
Weapon (one main-hand weapon):
| Target | Last step’s odds | Expected weapons | Expected scrolls |
|---|---|---|---|
| +5 | 100% | 1 | 5 |
| +6 | 75% | 1.3 | 8 |
| +7 | 50% | 2.7 | 18 |
| +8 | 25% | 10.7 | 76 |
| +9 | 12.5% | 85.3 | 616 |
| +10 | 6.25% | 1,365 | 9,872 |
Armor (one slot):
| Target | Last step’s odds | Expected armor pieces | Expected scrolls |
|---|---|---|---|
| +3 | 100% | 1 | 3 |
| +4 | 75% | 1.3 | 5 |
| +5 | 50% | 2.7 | 13 |
| +6 | 25% | 10.7 | 55 |
| +7 | 12.5% | 85.3 | 445 |
| +8 | 6.25% | 1,365 | 7,141 |
In practical terms: pouring scrolls into a +0 piece of armor gets it destroyed after an average of 5.2 scrolls, landing around +4 on average (a weapon takes an average of 7.2 scrolls, landing around +6). Realistic caps are roughly armor +5 (37.5% reach rate) to +6 (9.4%), and weapon +7 (37.5%) to +8 (9.4%).
Effect on Guard
Section titled “Effect on Guard”Armor +N is added straight to the wearer’s Guard while worn — and Guard is the hit threshold an attacker has to clear (see Combat), so each +1 drops every attack against that character by 5 percentage points (one d20 step). Past the attacker’s plain roll range, the exploding die takes over and the drop gets much steeper — Guard 40 is 0.25% against a low-level monster, for example.
- Maxing all 6 slots to the guaranteed band (+3) is +18 total Guard — but the actual cost to get there depends heavily on how you play it (see below).
- Weapon +N never touches Guard; armor +N never touches to-hit or damage.
- A destroyed piece disappears from your equipment immediately and Guard drops right away; the server pushes the updated snapshot and Guard together, so the client never has to recompute it.
What the random target actually means
Section titled “What the random target actually means”The target pool is only whatever’s worn and unlocked at the moment you read, so taking off or locking everything except the piece you want enchanted effectively lets you choose your target. The cost to bring all 6 slots to +3 differs sharply by playstyle (20,000-run simulation):
| Playstyle | Expected scrolls | Expected destroyed | All 6 slots survive |
|---|---|---|---|
| Leave one slot as the only candidate (rest off or locked) and read | 18 | 0 | 100% |
| Read with all 6 worn and unlocked | 25.7 | 3.1 | 2.8% |
The random target only bites once you’re past the guaranteed band — once a piece is already +3, getting picked means eating a 25% destroy chance, so reading with all 6 as candidates loses an average of 3 pieces. Taking a finished piece off or locking it removes it from the pool and keeps its guaranteed band fully guaranteed.