Lineage II Interlude
Enchanting — Lineage II Interlude
How far it's safe to enchant and how much each + gives, taken from the enchant tables of every item.
Safe enchant on weapons
Across 834 items of this type, 100% reach up to +3. From there, the data gives a probability of 70%, 70%, 70% for the next +. Always enchant up to +3 without worry, and beyond that only risk what you can afford to lose.
Safe enchant on full body armor
Across 66 items of this type, 100% reach up to +4. From there, the data gives a probability of 66.67%, 33.33%, 25% for the next +. Always enchant up to +4 without worry, and beyond that only risk what you can afford to lose.
Safe enchant on other armor pieces
Across 562 items of this type, 100% reach up to +3. From there, the data gives a probability of 66.67%, 33.33%, 25% for the next +. Always enchant up to +3 without worry, and beyond that only risk what you can afford to lose.
Safe enchant on jewelry
Across 101 items of this type, 100% reach up to +3. From there, the data gives a probability of 66.67%, 33.33%, 25% for the next +. Always enchant up to +3 without worry, and beyond that only risk what you can afford to lose.
How much P.Atk each + gives on D grade two-handed weapons/bows
Up to +3: +2 P.Atk per level; from +4: +4 per level (most common value across 61 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on D grade one-handed weapons
Up to +3: +2 P.Atk per level; from +4: +4 per level (most common value across 56 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on C grade two-handed weapons/bows
Up to +3: +4 P.Atk per level; from +4: +8 per level (most common value across 159 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on C grade one-handed weapons
Up to +3: +3 P.Atk per level; from +4: +6 per level (most common value across 142 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on B grade two-handed weapons/bows
Up to +3: +4 P.Atk per level; from +4: +8 per level (most common value across 98 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on B grade one-handed weapons
Up to +3: +3 P.Atk per level; from +4: +6 per level (most common value across 59 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on A grade two-handed weapons/bows
Up to +3: +5 P.Atk per level; from +4: +10 per level (most common value across 93 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on A grade one-handed weapons
Up to +3: +4 P.Atk per level; from +4: +8 per level (most common value across 77 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on S grade two-handed weapons/bows
Up to +3: +6 P.Atk per level; from +4: +12 per level (most common value across 26 weapons). That's why high enchants give double the value of safe ones.
How much P.Atk each + gives on S grade one-handed weapons
Up to +3: +5 P.Atk per level; from +4: +10 per level (most common value across 20 weapons). That's why high enchants give double the value of safe ones.
Enchanting skills: when to try it
The chance depends on your level: +1 has 82% at level 76 and 100% at level 80; +10 has 2% at 76 and 92% at 80. Each character level raises the chance a lot: if you can, wait until 78-80 for the higher +.
Skill enchant routes
Routes that exist in the data and how many skills have them: Cost (234), Power (106), Time (93), Chance (42), Recovery (2). Power raises the damage, Cost lowers the MP cost, Time extends the duration, Chance raises the effect's success chance.
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