Version 1.0 Live Your progress is permanent. No character wipes.
Enchanting, Disenchanting & Growing Auto Capacity
Enchant Your Equipment
Shape your equipment with chosen enchantments and develop two new Crafting disciplines.
What changed
- Enchanting and Disenchanting now appear in Crafting. Choose your equipment, inspect the before-and-after preview and confirm the exact materials. Both operations succeed; training chances and strength limits depend on their own profession level.
- Rarity determines enchantment capacity, from one slot on Common equipment to seven on Divine. Choose bonuses for combat, Gathering, rewards or maximum Autos. An existing enchantment can be upgraded in its own slot, never duplicated or stacked with itself. Eligible new equipment drops can occasionally arrive with an enchantment; existing equipment is preserved.
- Adding or upgrading an enchantment consumes materials, a matching Blueprint and one Rune from the Kingdom you currently own and stand in. Disenchanting costs one Rune per percentage point removed (1% = 1 Rune, 2% = 2 Runes), with no resources or Blueprint, and removes only the chosen effect without returning materials.
- Supporter Rank now increases maximum Autos by a percentage of permanent capacity instead of a fixed number, from 0% for Commoner to +100% for Emperor. Renew rates remain separate, and equipping an Auto enchantment never refills your balance.
- Rifts offer Manual and Auto actions. Active Blood Frenzy still accelerates Rift Auto without a separate Rage button.