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Content

Enchanting
Weapons of grade C or higher can have a special ability, or SA for short, applied to them. This is applied with the help of a blacksmith in the town. The original weapon is consumed, as well as a Soul Crystal of appropriate level and color, and some other form of payment (gemstones, stones of purity...). For dual swords the SA is applied somewhat more riskily; by overenchanting the duals to +4 the SA will be applied. The failure rate on a +4 overenchant is about 80%. The data below is based on current Chronicle 3 numbers and organised by P.Atk from lowest to highest. Might Mortal is gray because it can no longer be put on an item, though it remains on items enhanced before the restriction.

Effects List
Name Effect
Acumen Magic casting speed increases with a fixed percentage.
Anger Enhances P. Atk. while decreasing maximum HP by 15%.
Back Blow Increases critical attack rate when attacking the enemy from behind.
Cheap Shot When launching a general attack, MP consumption is reduced.
Critical Anger Decreases players HP while causing damage to target during critical attack.
Critical Bleed Percent Chance that target will bleed during critical attack.
Critical Damage Inflicts extra damage to target when critical attack is launched.
Critical Drain User absorbs HP from target during critical attack.
Critical Poison Percent chance that target will be poisoned during critical attack.
Critical Stun Percent chance of stun effect during critical attack.
Empower Increases magic power.
Evasion Increases evasion by 2 points.
Focus Increases critical attack rate.
Guidance Increases accuracy.
Haste Percentage increases in attack speed.
Health Increases maximum HP by 25%.
Light Reduces a weapon's weight by 70%.
Long Blow Increases attack range.
Magic Bless the Body 15% chance to cast Bless the Body magic upon the target when using good magic.
Magic Chaos Percent chance to cast Chaos (effect 3) magic upon the target when using bad magic.
Magic Damage When using harmful magic on a target, it delivers additional magic damage with a fixed percentage.
Magic Focus 7% chance to cast Focus (effect 3) magic upon the target when using good magic.
Magic Hold 5% chance to cast Dryad Root (effect 1) magic upon the target when using bad magic.
Magic Mental Shield 15% chance to cast Mental Shield magic upon the target when using good magic.
Magic Paralyze When using harmful magic on a target, it will paralyze the target with a fixed percentage.
Magic Poison Percent chance to cast Poison (effect 7) magic upon the target when using bad magic.
Magic Power When attacking with magic, the amount of MP used increases with a fixed percentage and magic power also increases.
Magic Regeneration 3% chance to cast Regeneration (effect 2) magic upon the target when using good magic.
Magic Silence When using harmful magic on a target, it will silence the target with a fixed percentage.
Magic Weakness 5% chance to cast Weakness (effect 3) magic upon the target when using bad magic.
Mana Up Increases maximum MP by 30%.
Might Mortal Increases the success rate of Mortal Blow and Deadly Blow.
(Removed shortly before C3. Any weapons previously enhanced with this SA still have it and are considered very rare.)
Miser Has a percentage chance to reduce soulshot consumption by 0-4 per attack.
Quick Recovery Reduces re-use delay by a percentage.
Risk  Evasion Increases Evasion when HP becomes 60% or lower.
Risk  Focus Increases critical attack rate when HP becomes 60% or lower.
Risk  Haste Increases Atk. Spd. when HP becomes 60% or lower.
Up-Down The maximum MP is increased with a fixed percentage and the maximum HP is decreased with a fixed percentage.
Wideblow Broadens angle of attack.

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