Alklika

Gear and enchanting

Gear grants combat bonuses — as long as it's intact. Enchanting boosts it further, but at a risk. Here are the exact enchant numbers and durability rules.

Durability and repair

Gear wears out in combat. A broken item's bonuses don't work until repaired. Repair costs coins — watch durability before serious fights and duels.

Enchanting: level table

You enchant one level at a time, up to +5. The bonus is added to the item's combat parameters (damage, defence, HP, crit, dodge):

LevelCostSuccessOn failureBonus to item stats
+11,000100%+5%
+25,000100%+12%
+325,00090%level stays, money spent+22%
+4150,00070%level drops by 1+38%
+51,000,00050%level drops by 1+60%

Up to +2 — guaranteed. From +3 there's a failure chance (but no setback). From +4 a failure drops the level by one — that's the risk zone.

Enchant guards

A guard is a consumable that, on failure, protects against the setback (the level doesn't drop); the money is still spent. It's insurance, not "guaranteed success": a chance stays a chance. Stock guards before +4 and +5 attempts.

The maths of risk

+5 is 50% for 1,000,000 coins, dropping to +4 on a miss. Without guards, "getting to +5" averages several attempts and costs noticeably more than the sticker price. Budget ahead.

Takeaway

First finish the cheap guaranteed +1/+2 (that's +12% for almost nothing) on all your gear and keep it intact. +3 (+22%) is worthwhile and nearly safe. Take +4/+5 only with a reserve of coins and guards — the jump to +60% is powerful but risky.