Item enchanting
Enchanting on L2 After Work: a +20 cap for weapons, armor and jewelry, the first +3 risk-free, and an open chance table for every level. Blessed scrolls roll back to +3 instead of destroying the item, Scrolls of Destruction are safe up to +15, and auto-enchant is built into the interface.
On this page
# How enchanting works
Enchanting is the shortest path from "geared" to "geared well": every plus on a weapon becomes real damage, every plus on armor becomes survivability and gear score. On L2 After Work the enchanting rules are fully open: the chance of every attempt is fixed in the table below and does not depend on the time of day, the number of previous failures, or how many scrolls you've already spent. The server applies exactly the percentage written there, adds the scroll, support stone and premium bonuses on top — and rolls the dice once. The first three levels carry no risk at all, and from +6 onward a successful enchant is announced to everyone around with a system message and fireworks. You only pay with the scroll: the server takes no fee for the attempt, either in the regular enchant window or in auto-enchant.
- A single +20 cap
- Weapons, armor, full-body armor, shields and sigils, jewelry, belt and shirt can all be enchanted up to +20 inclusive. One cap for every slot — no need to remember separate limits for different item types.
- The first +3 are guaranteed
- From +0 to +3 the chance is 100%. A starter set or any fresh item can be brought up to +3 with no risk: the scroll is consumed, but the item is never damaged. Full-body armor has a safe zone one level longer — up to +4.
- Premium adds to the chance
- A Premium Account gives +5 percentage points to any attempt. This is added to the percentage, not multiplied: 30% becomes 35%, not 31.5%.
- No scroll wasted at the cap
- At the cap, the server rejects the attempt before the scroll is consumed — you'll get a "Enchant conditions not met" message and keep the scroll in your inventory. The same protection applies to items with their own limit: Olf's T-shirt, Vesper's Rainbow Robe, safe crystals.
# Maximum enchant level
The overall in-game cap is +20, and it's the same for weapons and armor. Certain items have their own limits set by their dedicated scrolls: these can't be bypassed with regular scrolls, because a regular scroll simply doesn't apply to those items.
Maximum enchant level
| What's being enchanted | Maximum |
|---|---|
| Weapons — physical and magical | +20 |
| Armor, full-body armor, shields and sigils | +20 |
| Jewelry — necklaces, earrings, rings | +20 |
| Belt and shirt | +20 |
| In Grand Olympiad matches | +6 — any item is capped at +6 for these purposes |
# Enchant chances by level
The table is read by the item's current level: the "+9" row is the chance of going from +9 to +10. The percentages are base values, on top of which the scroll, support stone and premium bonuses are added. Weapons are split into physical and magical by the item's own type: mages' wands and staves go by their own column.
Base chance of a successful enchant
| Current level | Armor, jewelry, shield | Full armor set | Physical weapon | Magic weapon |
|---|---|---|---|---|
| +0 … +2 | 100% | 100% | 100% | 100% |
| +3 | 66.67% | 100% | 60% | 55% |
| +4 | 66.67% | 60% | 60% | 55% |
| +5 | 60% | 60% | 60% | 55% |
| +6 | 50% | 50% | 60% | 55% |
| +7 | 45% | 45% | 60% | 50% |
| +8 | 40% | 40% | 60% | 50% |
| +9 | 39% | 39% | 50% | 45% |
| +10 … +13 | 30% | 30% | 50% | 45% |
| +14 | 30% | 30% | 40% | 30% |
| +15 … +19 | 30% | 30% | 35% | 30% |
| +20 | cap | cap | cap | cap |
# Types of enchant scrolls
Scrolls differ not in chance, but in the cost of failure. The normal scroll is the cheapest and riskiest, the Blessed Scroll protects against losing the item, safe crystals and Scrolls of Destruction take nothing but themselves, and the Sacred Crystal simply grants a level with no roll at all. The scroll's grade must match the item's grade.
What each scroll type gives
| Scroll (S-grade example) | If the attempt fails | Works up to level | Chance bonus |
|---|---|---|---|
| The item breaks, some crystals are returned | +20 | — | |
| The item breaks, some crystals are returned | +20 | +10 p.p. | |
| The item is safe, its level resets to +3 | +20 | — | |
| The item is safe, its level is kept | +15 | — | |
| The item is safe, its level is kept | +16 | +10 p.p. | |
| No failure possible | +20 | Success guaranteed |
# What happens on failure
The cost of failure depends only on the scroll type — the item's level doesn't affect it. All three possible outcomes are listed below.
- Normal and Improved Scroll — the item breaks
- The item is destroyed, and part of its crystals are returned. That's why normal scrolls are typically used only in the safe zone up to +3 and on inexpensive items.
- Blessed Scroll — resets to +3
- The item stays with you: it's unequipped and its level resets to +3. From +3 upward, a Blessed Scroll simply cannot drop you below +3 — you only lose enchant levels, never the item itself.
- Safe — the level stays put
- Scrolls of Destruction and Ancient Crystals touch neither the item nor its level on failure: only the scroll is consumed. It's the safest way to climb up until you hit its limit (+15 and +16).
# Support stones — chance bonus
Support stones go into the enchant window together with a normal scroll and add flat percentage points to the chance. They only work at the early levels — up to +9 inclusive — but the boost there is substantial, reaching up to a third of the chance on lower grades.
S-grade support stones
| Stone | Chance increase | Works up to |
|---|---|---|
| +10 p.p. | +9 | |
| +15 p.p. | +9 | |
| +10 p.p. | +9 | |
| +15 p.p. | +9 |
# Enchanting achievements
Enchanting is the only system on the server that pays for the process itself: items brought to +10 and +15 earn Fame points and reward exactly the insurance scrolls that are always in short supply. The reward is granted by the achievements window (the .ach command), and every successful enchant counts toward it — both from the enchant window and auto-enchant.
Enchanting rewards
| Achievement | What to do | Fame for all tiers | Items |
|---|---|---|---|
| «Apprentice Weapon Enchanter» | 15 weapon enchants to +10: at levels 1, 2, 3, 4 and 5 | 300 | |
| «Apprentice Armor Enchanter» | 55 armor enchants to +10: at levels 1 through 10 | 1210 | |
| «Apprentice Jewelry Enchanter» | 55 jewelry enchants to +10: at levels 1 through 10 | 1210 | |
| «Master Weapon Enchanter» | 15 weapon enchants to +15: at levels 1, 2, 3, 4 and 5 | 3000 | |
| «Master Armor Enchanter» | 55 armor enchants to +15: at levels 1 through 10 | 12100 | |
| «Master Jewelry Enchanter» | 55 jewelry enchants to +15: at levels 1 through 10 | 12100 |
# Where to get enchant scrolls
Scrolls aren't locked to a single source: they drop from mobs, sit in the Workshop exchanges, are sold for event and Olympiad currency, and come as achievement rewards. That means you can gear up for enchanting through plain farming, event activity, or the Olympiad alike — everyone does what they enjoy and still stacks up scrolls for enchant levels.
Scroll sources
| Source | For what | What you can get |
|---|---|---|
| Mob drop | Regular farming | Regular and blessed scrolls of every grade |
| Workshop (Alt+B), «WONDERFUL CUBE» | Regular and blessed scrolls | |
| Event shop | Regular scrolls | |
| Olympiad shop | Regular and blessed scrolls | |
| Enchanting achievements | Items enchanted to +10 and +15 | Scroll of Destruction and Blessed Crystals |
# Auto-enchant in our interface
No need to click scrolls a hundred times in a row: auto-enchant is built right into our client UI. You pick the item, the scroll, and a target level — the client then runs the attempts one after another and shows you the result of the series. The server does all the calculations, so no third-party programs are needed or used: it's a built-in feature, not a workaround for the rules. The same menu can also be opened with the .enchant chat command.
- Target level
- Set how high to enchant the item — up to +20 for weapons, armor, and jewelry. Once the target is reached, the series stops automatically.
- A long series in a single run
- You can queue up to 999 attempts in a row in a single run. When the series ends, a summary shows how many scrolls were used, how many succeeded, and what level was reached.
- A safe zone handled by a separate scroll
- While an item is below +3 and failure is impossible, auto-enchant can use the cheap regular scroll and save the expensive blessed one for the levels where it's actually needed.
- Attribute enchant in the same window
- The same auto-enchant window also applies elemental attributes — up to 120 points on armor. Stones are consumed automatically until the target value is reached.
# What's useful to know before your first attempt
A few mechanics quirks that noticeably save you scrolls and Adena but aren't visible from the enchant window.
- The HP bonus from armor grows up to +12
- The HP bonus from enchanting armor increases up to +12 and then stays flat: from +13 onward only physical defense continues to grow. If you're enchanting armor for survivability, the most cost-effective range is up to +12.
- Weapons are more worth enchanting high
- For physical weapons, the success chance past +15 stays at 35% per attempt and never drops further, while the attack bonus keeps growing linearly. That's why in top-tier builds weapons are usually enchanted higher than armor.
- Every enchant level shows up in your Gear Score
- Enchant level is part of the Gear Score formula: after a successful attempt the GS gain appears on screen right away, and the item's contribution rises in the .gs breakdown. Progress is shown as a number, not just felt.
- Scroll grade must match
- An S-grade scroll only works on S and S84 items, an A-grade scroll only on A-grade. If an item isn't highlighted in the enchant window, it's almost always a scroll-grade mismatch.
- Premium pays off over a long series
- The +5 percentage-point bonus per attempt matters most exactly where the base chance is low: at 30%, that's one extra success in every six.