Enchant World Play
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Character development

The Forge

From level 76 enchanting becomes a craft: blueprints, forging, gems, and Ascension through the grades.

The Forge opens at level 76 and changes the usual order of things. Before it, an item grade rose on its own: collect enough enchanting points and it steps up. Forged items do not work that way.

Inside there are five tabs: Enchanting, Creation, Ascension, Augmentation, and Skills. A locked tab always states what exactly is missing — an item, a level, or a learned skill.

How a forged item differs from a shop item

Shop itemForged item
Grade growthon its own, from enchanting pointsonly through Ascension
Enchanting capthe whole scalethe edge of the current grade
Gemsone built-in, rank Nits own socket, and more with Ascensions
Damage and defencebase valueshigher thanks to the masterwork bonus
Who forged itstays in the item description forever

The built-in stat of a shop item is not a socket: it cannot be broken, replaced, or improved. The shop still has its place — its ceiling is simply lower than the Forge's.

Eleven crafts

There are exactly eleven crafts: nine weapon ones — hammers, two-handed swords, one-handed swords, spears, daggers, knuckles, bows, dual swords, and staves — plus heavy and magic armour.

A single armour craft covers all four parts of its class: helmet, body, boots, and gloves. The part is chosen before each forging.

Practice, level, and purchased skills are stored separately for every craft and every character. A bow skill will not help spears, and a heavy armour skill will not help magic armour. Developing everything at once is neither required nor usually worthwhile: it is cheaper to pick your gear type and invest in it.

The cycle

  1. Get a blueprint.
  2. Forge a blank. Forging consumes the blueprint and materials, and some attempts fail — the materials burn. The Reliable Forging skill raises the success chance.
  3. Set the first gem on the anvil. Until then the item cannot be equipped: a blank without a stone does not go into battle.
  4. Enchant it with scrolls up to the grade cap.
  5. Once you hit the cap, gather materials for Ascension.
  6. Then repeat: NG, D, C, B, A, S.

Enchanting and hunting start feeding each other: points without materials hit a wall, and materials without points sit as dead weight.

Blueprints

Blueprints drop as a separate reward from monsters in the Hunt starting at level 40 — long before the Forge itself. They are not tied to locations: you can forge bows without moving to a special zone.

The rarer the monster, the more willingly it parts with a blueprint. The type that drops is random, out of all eleven at once, so the one you need will not pile up by itself.

A blueprint only sets the type of the future item. It does not set the grade: a successful forging always produces an NG blank.

Tilting the odds your way comes not from drops but from the Blueprint Exchange skill: spare blueprints of other types turn into a blueprint of the chosen craft at the current rate, always shown in the exchange window. Your own blueprints of that type cannot be spent, legendary blueprints stay out of the regular exchange, and the exchange itself grants no practice.

Forging

An attempt needs a blueprint, the materials shown in the preview, and the NG Creation skill learned for that craft. Armour additionally requires choosing the part of the set.

Everything is spent per attempt, not per result. If forging fails, the blueprint and materials burn — but the blacksmith still receives part of the practice, so a failed attempt is not wasted.

Success produces an inactive NG blank with one empty socket. It goes straight to the shared inventory, but it can only be equipped after the first augmentation.

Gems

A gem is not an item: it never sits in the inventory and is created directly in the socket. Both the stat and the rank are decided by the server; the player does not choose them.

The rank is rolled on the anvil: D, C, B, A, S, and legendary LEG. The scale on screen is honest — it shows your blacksmith's real odds, and progress in the Augmentation branch is visible right in its segments. Tap speed and the moment you stop do not affect the result.

Weapons roll Crit, Critical DMG, Accuracy, Combo, Eva, and Block, and no weapon may carry more than two gems with the same stat. On armour the first socket always matches the part: helmet — MDEF, body — HP, boots — Speed, gloves — Armor. The second one, if it appears, receives a combat stat, and stats cannot repeat on a single part.

Gems are what give an item everything beyond raw damage and defence.

Breaking a gem

If you dislike the stone you rolled, you can break it and free the socket for a new roll. A gem cannot be removed or moved elsewhere — only destroyed.

Breaking is paid for with Dwarven Chisels: D costs 1 chisel, C — 2, B — 3, A — 4, S — 5. You also need the matching level of the Stonebreaker skill in the same craft: the first unlocks D, the fifth unlocks S. A legendary stone cannot be broken at any level.

Dwarven Chisels drop from the Lunar chest — their only source — so the stock is worth planning ahead. Breaking grants no practice.

Ascension

To raise a grade you need to enchant the item to the cap of its current one, learn the required level of the Ascension skill in that craft, and gather the materials shown.

The transition is guaranteed: the item does not break and the materials are not lost for nothing. Enchanting is not reset — Ascension adds one point past the old cap and thereby moves the item to the start of the next grade.

There is a single element of chance: each Ascension may grant a new empty socket. The Gem Bed skill raises that chance but never guarantees it. The ceiling is strict: a weapon can hold up to six sockets — one from forging and at most one from each of the five Ascensions — while an armour part holds only two: the initial one and a single extra for the item's whole life.

Smelting and material exchange

Two skills in the first branch solve the dead end every blacksmith eventually reaches: the wrong item and the wrong materials.

Smelting breaks down a forged item and returns part of the materials actually invested in its creation and Ascensions — from 10% at the first skill level to 30% at the fifth. Craft practice comes on top, and the higher the grade dismantled, the more of it. The item is destroyed for good: enchanting, sockets, and set gems disappear with it. The skill unlocks after NG Creation in the same craft.

Material exchange unlocks at craft level 4. Any two materials of the same rarity trade one for one from the first skill level, while moving one tier up costs 8 for 1 and improves to 4:1 with progression. Lowering rarity or skipping a tier is not allowed.

Both skills live in the shared Exchange and Smelting block, alongside the blueprint exchange: three tabs — Blueprints, Materials, Smelt.

Skills

Skills give the character no combat stats. They unlock operations and improve the quality, reliability, or profit of the work.

The Creation branch currently holds NG Creation, Blueprint Exchange, Reliable Forging, Master's Mark, and Ascension. The Augmentation branch holds Gem Bed, Keen Eye, and Stonebreaker: the first improves the chance of a new socket, the second raises the chance of rank C and above, and the third unlocks breaking.

Every skill level requires its own craft tier, and a pile of SP is not enough: practice and tier first, purchase second. It is paid for with the chosen blacksmith's personal SP, and the purchased skill works only for them and only in the craft where it was learned.

The blacksmith is a character

The craft, practice, and skills live on a specific fighter, while blueprints, materials, and finished items belong to the account. So an account with several fighters ends up with several blacksmiths of different specialities and one shared storage for all. Another blacksmith can continue an item someone started — the practice goes to whoever performed the operation.

Practice comes from successful forging, failed forging, Ascension, gem cutting, smelting, material exchange, and enchanting forged items. Nothing comes from battles, hunting, enchanting shop gear, blueprint exchange, or breaking a gem.

Every craft grows from level 1 to 100. Levels unlock skills, and the title shows the tier reached; once all skills are open, the craft and the title keep growing. A character's best craft appears in the Forge table of the Records.

Authorship and selling

The creator's name is written on the item forever, visible in its description and — for equipped gear — in the owner's public profile. Changing the blacksmith for later operations does not change the author.

The Master's Mark skill raises the sale price of exactly those items this blacksmith forged, even if someone else worked on them later. An item is sold together with every gem set in it: the higher the grade and ranks, the higher the price, but everything disappears at once after the sale.