Enchanting: Difference between revisions
No edit summary |
No edit summary |
||
Line 147: | Line 147: | ||
|FINAL= https://download.chromerivals.net/resources/items_images/standard/3728345993.png {{yellow}}Hyper Defense Card{{/yellow}} {{orange}}[+10%]{{/orange}} (x1) | |FINAL= https://download.chromerivals.net/resources/items_images/standard/3728345993.png {{yellow}}Hyper Defense Card{{/yellow}} {{orange}}[+10%]{{/orange}} (x1) | ||
}} | }} | ||
{{ | {{RecipeTablePOST}} | ||
<span style="color:yellow;>''Note: Not usable on level 14 Enchant (e14).'' | <span style="color:yellow;>''Note: Not usable on level 14 Enchant (e14).'' |
Latest revision as of 15:11, 17 April 2024
This page contains all items used in enchanting and a Guide how to enchant.
Normal Cards
Dropped by a lot of mobs/bosses. Obtainable from Card Shop.
Standard Enchanting Cards
Additional Enchanting Cards
Hyper Cards
Dropped by a lot of mobs/bosses. Obtainable from War Point Shop, Gold Coin Shop and from Slotmachines.
Hyper Cards
Hyper Cards have better function than normal cards (e.g. Normal Energy Card gives Energy +200, when Hyper Energy Card gives Energy +400).
Note: Usable only on Enchant upgrade level 10 (e10) and above.
All hyper cards got their better variant with additional enchanting chances. You can upgrade them from 2,5% to higher percentage with Hyper Improvement Card (HIC) in Factory You can use Ancient Matter in crafting recipe to get more crafting success percentage. Hyper Improvement Cards are dropped only by seasonal event mobs.
Materials | Success | Final | ||
---|---|---|---|---|
Hyper Defense Card [+2,5%] (x1) | Hyper Improvement Card (x1) | 70% | Hyper Defense Card [+5%] (x1) | |
Hyper Defense Card [+2,5%] (x1) | Hyper Improvement Card (x1) | Ancient Matter (x1) | 80% | Hyper Defense Card [+5%] (x1) |
Hyper Defense Card [+5%] (x1) | Hyper Improvement Card (x1) | 50% | Hyper Defense Card [+7,5%] (x1) | |
Hyper Defense Card [+5%] (x1) | Hyper Improvement Card (x1) | Ancient Matter (x1) | 60% | Hyper Defense Card [+7,5%] (x1) |
Hyper Defense Card [+7,5%] (x1) | Hyper Improvement Card (x1) | 30% | Hyper Defense Card [+10%] (x1) | |
Hyper Defense Card [+7,5%] (x1) | Hyper Improvement Card (x1) | Ancient Matter (x1) | 40% | Hyper Defense Card [+10%] (x1) |
Note: Not usable on level 14 Enchant (e14).
Enchant Item Protection Cards
Those Cards, used with Enchant Cards, will protect the item from being destroyed. A failure in Enchant will set the item back to corresponding upgrade level. Some of the cards can be acquired from mobs/bosses, War Point Shop, Killmark Shop, Slotmachines or from CRP Shop.
Enchant Item Protection Cards
Chance Cards
Cards that increases enchant probability. Some of the cards can be acquired from mobs/bosses, War Point Shop, Killmark Shop, Slotmachines or from CRP Shop.
Enchant Chance Cards
Note: Item needs to be over enchant 7 to use Enchant Chances Cards.
Engine Cards
Cards that are specially designed for Engine Enchanting. Obtainable from some mobs, Gold Coin Shop or from Green Slotmachine.
Engine Cards
Note: Item can be destroyed even as its first enchant.
Radar Cards
Cards that are specially designed for Radar Enchanting. Obtainable from some mobs, Gold Coin Shop or from Green Slotmachine.
Radar Cards
Note: Item can be destroyed even as its first enchant.
Attachment Cards
Cards that are specially designed for Attachment Enchanting(e.g.Mega-Shield Generator (XXL), Carbon Intensification Coating (XXL)). They drop from mobs in Infinity Field maps and can be obtained from Green Slotmachine or from Gold Coin Shop.
Attachment Cards
Note: Item can be destroyed even as its first enchant.
Infinity Field Accessory Cards
Cards that are specially designed for Infinity Field Accessorises: Siphon Module, Anti-Siphon Module, Reflection Module, Anti-Reflection Module, Emergency Repair Module. They drop from mobs in Infinity Field maps.
Infinity Field Cards
Note: Item can be destroyed even as its first enchant.
Swift Enchant Cards
Swift Enchant Cards, are cards that put your item to the corresponding enchant level right away. All hyper cards and additional cards got their corresponding swift card. You can choose from Swift Enchant E7 or E10 Cards. They have a 100% chance of success. You can get E7 cards from Card Shop. E10 Cards are dropped only by seasonal event mobs.
There are also Swift e3 Cards. They are used to get lvl 3 Enchantments to engines, radars or attachments. Obtainable from CRP Shop. They have a 100% chance of success.
Note: Swift Cards can only be used when your item is Enchant level 0 (clear) or any of the existing enchantments are the corresponding one with the swift card.
Enchant Reset Card
Enchant Card that can initialize an Enchanted item back to Enchant level 0 (clear). Obtainable from War Point Shop.
How to Enchant
You enchant items in Laboratory.
In general when enchanting, you should get 4 things:
- Item you want to Enchant
- Normal Card/Hyper Card/Hyper % Card
- Enchant Item Protection Card
- Chance Card
Enchant level | Chance |
---|---|
0-7 | 100% |
8 | 70% |
9 | 60% |
10 | 50% |
11 | 40% |
12 | 30% |
13 | 20% |
14 | 10% |
15 | 5% |
Enchant level | Chance |
---|---|
1 | 50% |
2 | 40% |
3 | 30% |
4 | 20% |
5 | 10% |
Enchanting to E15 has maximum of 10% Chances.
When enchanting from e14 to e15 you can only use normal hyper cards (Hyper % Cards can't be used).
See also: Gambling