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):
| Level | Cost | Success | On failure | Bonus to item stats |
|---|---|---|---|---|
| +1 | 1,000 | 100% | — | +5% |
| +2 | 5,000 | 100% | — | +12% |
| +3 | 25,000 | 90% | level stays, money spent | +22% |
| +4 | 150,000 | 70% | level drops by 1 | +38% |
| +5 | 1,000,000 | 50% | 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.