Vela Enchant
Items never break: up to +10 you only lose the scroll, above that you drop 1 level. Failures build toward a guarantee; branches at +5/+10/+15, sockets, durability.
Contents
The enchant window and scrolls are the familiar Essence ones: double-click a scroll, place the item, press "Enchant". What changes are the rules behind the window. In Vela an item never breaks or disappears, every failure brings you closer to a guaranteed success, and at +5, +10 and +15 you pick a special bonus for the item — a branch.

What it applies to
Vela's rules cover everything enchanted with scrolls: weapons, armor and shields, jewelry, plus belts, cloaks, bracelets, talismans, agathions and brooches. Only weapons, armor and jewelry get branches. Blessed and other scrolls follow their own rules (below). Mass enchanting (several items at once) is disabled — enchant one at a time in the normal window.
A failure breaks nothing
How many scrolls you'll need to reach +10 and beyond, plus scroll and repair prices: Smart Enchanting.
| Item level when you try | What happens on failure |
|---|---|
| +0…+10 | you lose only the scroll; the item and its level stay |
| +11 and higher | drop by 1, but never below +10; durability goes down |
| Blessed scroll at +11 and higher | the level doesn't drop, durability still goes down |
| Safe scroll (Ancient Crystal) | no drop and no durability loss |
The item isn't unequipped on failure. +10 is a checkpoint: once an item reaches +10, you can't lose that.
Chance build-up and the guarantee
Every failure at +N raises the chance for that item at that level. After a few failures in a row, the next attempt is a guaranteed success, and the chat shows an "Enchant guarantee" message.
| Attempt level | Bonus per failure | Guaranteed after |
|---|---|---|
| +0…+3 | — (the chance is already 100%) | — |
| +4…+6 | +5% | 4 failures |
| +7…+9 | +4% | 6 failures |
| +10…+14 | +10% | 3 failures |
| +15 and higher | +8% | 3 failures |
- The count is kept per item and per level and stored in the item itself: it survives restarts, trading to another hero, and level drops. Dropped from +12 to +11 and climbed back to +12? Your earlier failures at +12 still count.
- A success at a level resets its counter.
- The native enchant window already shows the chance including the build-up. If it didn't update, place the item again.
- Base chances are standard Essence.
Durability
Every item has durability from 0 to 100. It's not breakage — it's an adena sink.
- It only drops from failures at +10 and higher: −10 per failure at +10…+14, −15 at +15 and higher.
- While durability is 50 or more, everything works at full power. Below 50 the enchant bonus (P./M. Atk. and defense from enchanting) fades smoothly, down to half at 0: a +12 item with zero durability works like +6.
- At 0 durability the item's branches go dormant.
- The item tooltip in the client still says "+12" — your real power is shown in your character stats (Alt+T) and in the Vela enchant window ("Enchant bonus works as +N").
Repair costs adena and only works in town. Price per durability point:
| Grade | Adena per point |
|---|---|
| no grade | 1,000 |
| D | 2,500 |
| C | 5,000 |
| B | 10,000 |
| A | 20,000 |
| S | 30,000 |
| R | 40,000 |
The total is multiplied by (1 + 0.25 × enchant level). Example: an A-grade item at +12 from 0 to 100 durability — 20,000 × 100 × 4 = 8M adena.
Branches at +5, +10, +15
When an item's enchant first reaches +5, +10 or +15, a branch selection window opens by itself — a bonus for that item. The first choice is free. You can change a branch later: 1M adena for a +5 branch, 5M for +10, 20M for +15.
| Item | Branch | Bonus per pick |
|---|---|---|
| Weapon | Predator | +10% critical rate (P. and M.) |
| Weapon | Whirlwind | +4% attack and casting speed |
| Weapon | Hunter | +4% damage to monsters |
| Weapon | Executioner | +5% critical damage (P. and M.) |
| Armor | Bastion | −1.5% damage from monsters |
| Armor | Life | +1% Max HP |
| Armor | Wind | +1 run speed |
| Armor | Resolve | +4% HP regeneration |
| Jewelry | Ward | +1.5% M. Def. |
| Jewelry | Wellspring | +1.5% Max MP and +3% MP regeneration |
| Jewelry | Raider | +1% damage to raid bosses |
- The same branches on different equipped items stack: three "Life" branches on three armor pieces give +3% HP.
- The branch is stored in the item. Take the item off and the bonus is gone; put it on and it's back. Drop below the branch's level and it goes dormant; climb back and it works again.
- There are no PvP branches on purpose: enchanting shouldn't decide PvP.

Soul crystal sockets
Sockets are Essence's native slots for soul crystals (Aden's Lv. 1–20 for normal slots, Hardin's for the special one). The insert and extract windows are standard, and effects show in the item tooltip. Vela only decides which sockets are open:
| Item | 1st socket | 2nd socket | Special socket |
|---|---|---|---|
| Weapon | from +0 | from +5 | from +10 |
| Armor (top, bottom, helmet, gloves, boots) | from +3 | — | — |
The item's grade limits the number of sockets: no grade and D — 1, C and B — 2, A and higher — 3.
- You can't insert a crystal into a locked socket: the window replies "The socket opens at +N", and you keep the crystal and the adena.
- Extracting a crystal works as standard, for adena, and the crystal goes back to your bag. Inserting a new crystal over an old one destroys the old one.
- If the item drops below the threshold, a crystal already inserted keeps working.
- The Insert and Extract buttons in the Vela enchant window open the native windows.
Item passport
Durability, branches and sockets are also shown in the item passport (.menu›Hero growth›Item passports), along with owners, enchants and slain bosses. Enchants of +7 and higher and legendary enchants go into the server Chronicle.
Tips
- Enchant boldly up to +10: you only lose scrolls, and failures build toward the guarantee.
- At +11 and higher, use blessed scrolls if you don't want to drop a level — durability still goes down, so keep adena for repairs.
- Check durability before an important fight: below 50 the item works weaker, and at 0 its branches go dark.
- "Hunter" on your weapon and "Bastion" on armor are the main picks for farming; "Raider" is for boss hunters.
- Tempering is a separate upgrade: it doesn't depend on enchanting and doesn't interfere with it.
FAQ
Can an item be lost while enchanting? No, not at any level.
Why does the client window show a strange failure result? The client only knows the standard outcomes; check the chat message — it shows the level, the failure counter and the chance bonus.
Do Enchant Challenge points still accumulate? No: since items don't break, challenge points are no longer awarded for them.
Are failures and branches kept when I sell an item? Yes, everything is stored in the item itself and passes to the new owner.
