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.

Updated 6 min read
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.

0broken items
+10checkpoint: you never drop below it
3branches per item: +5, +10, +15
3sockets on A-grade weapons and higher
Window mock-up (Russian UI, not an in-game screenshot): the "Vela enchant" window with durability, failure counter and branches of equipped items
Window mock-up (Russian UI, not an in-game screenshot): the "Vela enchant" window with durability, failure counter and branches of equipped items

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 tryWhat happens on failure
+0…+10you lose only the scroll; the item and its level stay
+11 and higherdrop by 1, but never below +10; durability goes down
Blessed scroll at +11 and higherthe 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 levelBonus per failureGuaranteed 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:

GradeAdena per point
no grade1,000
D2,500
C5,000
B10,000
A20,000
S30,000
R40,000

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.

ItemBranchBonus per pick
WeaponPredator+10% critical rate (P. and M.)
WeaponWhirlwind+4% attack and casting speed
WeaponHunter+4% damage to monsters
WeaponExecutioner+5% critical damage (P. and M.)
ArmorBastion−1.5% damage from monsters
ArmorLife+1% Max HP
ArmorWind+1 run speed
ArmorResolve+4% HP regeneration
JewelryWard+1.5% M. Def.
JewelryWellspring+1.5% Max MP and +3% MP regeneration
JewelryRaider+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.
Window mock-up (Russian UI, not an in-game screenshot): the +5 branch selection window for a weapon — Predator, Whirlwind, Hunter, Executioner
Window mock-up (Russian UI, not an in-game screenshot): the +5 branch selection window for a weapon — Predator, Whirlwind, Hunter, Executioner

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:

Item1st socket2nd socketSpecial socket
Weaponfrom +0from +5from +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.