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Enchanting with Abyss Orbs

Enchantress Rebeca

Enchantress Rebeca in ReClassic
Enchantress Rebeca in ReClassic
Enchantress Rebeca is an NPC located in Prontera (58, 88) who specializes in enchanting equipment with the powerful Abyss Orbs.

Functionality

Enchantress Rebeca lets players enchant their equipment with Abyss Orbs, adding special effects and improvements. The equipment that can be enchanted includes armors, garments, footgear, shields and weapons, and Perpetual Hats with a special orb. frameless

Restrictions

  • Accessories can't be enchanted.
  • Weapons forged by blacksmiths can't be enchanted.
  • Equipment with 4 slots can't be enchanted.
  • Equipment that already has orbs can't be enchanted.

Procedure

  • 1. The player must choose the equipment they want to enchant.
  • 2. If the equipment meets the criteria, Enchantress Rebeca will show a list of orbs available for that type of equipment.
  • 3. The player selects the desired orb and confirms the enchantment.
  • 4. The enchantment is carried out upon payment of a fee in Zeny and handing over the selected orb.

Enhancement Orbs

Warning: once an orb is applied to a piece of equipment, there's no way to remove it! Below are the bonuses that can be granted with each type of orb:
ImageEquipmentOrb Bonus (Refine +0 to +6)Orb Bonus (Refine +7 or +8)Orb Bonus (Refine +9 or +10)
7256.gifArmor
  • +450 Weight Limit
  • +2% Max HP
  • +6% SP Regeneration
  • +3% Max SP
  • +3% ASPD
  • +900 Weight Limit
  • +4% Max HP
  • +12% SP Regeneration
  • +5% Max SP
  • +6% ASPD
  • +1350 Weight Limit
  • +6% Max HP
  • +18% SP Regeneration
  • +8% Max SP
  • +9% ASPD
7258.gifFootgear
  • +150 Max HP
  • +35 Max SP
  • +10 Hit
  • +300 Max HP
  • +70 Max SP
  • +20 Hit
  • +450 Max HP
  • +105 Max SP
  • +30 Hit
7257.gifGarment
  • +3% Neutral resistance
  • +10 Flee
  • +4 Critical rate
  • +5% Neutral resistance
  • +20 Flee
  • +7 Critical rate
  • +7% Neutral resistance
  • +30 Flee
  • +10 Critical rate
7259.gifShield
  • +2% resistance to short-range physical damage
  • +3% resistance to magic and long-range physical damage
  • -2% after-cast delay
  • +4% resistance to short-range physical damage
  • +6% resistance to magic and long-range physical damage
  • -4% after-cast delay
  • +6% resistance to short-range physical damage
  • +9% resistance to magic and long-range physical damage
  • -6% after-cast delay
7261.gifWeapon
  • +15 ATK
  • 1% chance to drain 3% of damage dealt as SP
  • 5% chance to drain 6% of damage dealt as HP
  • +3% MATK
  • +2 DEX
  • +25 ATK
  • 1% chance to drain 5% of damage dealt as SP
  • 6% chance to drain 8% of damage dealt as HP
  • +5% MATK
  • +3 DEX
  • +40 ATK
  • 2% chance to drain 7% of damage dealt as SP
  • 7% chance to drain 10% of damage dealt as HP
  • +7% MATK
  • +4 DEX

Classic Abyss Orbs

As Classic Abyss Orbs are exclusive to Vanguard and Veteran. The Traveling Blacksmith does the cutting, and each position is only cut in the region where she is at that hour (see the table below). There the player chooses the orb they want. Each attempt uses 4 Abyssalites and has an 8% chance of delivering the finished orb. When the cutting is not completed, the player receives Prismatic Shard Prismatic Shard. The Blacksmith trades 8 shards for the chosen orb, so every attempt makes progress. Rebeca engraves the orb obtained into the fourth slot of the equipment.

Where to polish each position

The Traveling Blacksmith changes region every 2h30 and, in each one, only polishes the orbs of one position. Times are server time. In her menu, the option is Classic Orbs [War].
Orb positionWhere the Traveling Blacksmith isTimes
Upper Headgear and ArmorProntera Field 01 /navi prt_fild01 141/36600:00 to 02:30 and 12:30 to 15:00
FootgearMjolnir Field 12 /navi mjolnir_12 49/1802:30 to 05:00 and 15:00 to 17:30
GarmentGeffen Field 09 /navi gef_fild09 298/5705:00 to 07:30 and 17:30 to 20:00
ShieldBeach Dungeon 3 /navi beach_dun3 93/26907:30 to 10:00 and 20:00 to 22:30
WeaponGlast Heim 1 /navi glast_01 40/36610:00 to 12:30 and 22:30 to 00:00
All of them require a piece from the classic list at +9 refine or higher. Below that they do not activate. Pieces with a Classic Abyss Orb cannot be used by conventional characters. Conventional Abyss Orbs may stay socketed in classic equipment, but they grant no effect to Vanguard or Veteran.
ImageEquipmentOrb Bonuses (+9 or higher)
Warlike Abyss Orb Voracious Abyss Orb Bloodthirsty Abyss Orb Sorcerous Abyss Orb Precise Abyss OrbWeapons
Bastion Abyss Orb Aegis Abyss Orb Flowing Abyss OrbShields
Titanic Abyss Orb Vital Abyss Orb Serene Abyss Orb Astral Abyss Orb Swift Abyss OrbArmors
Unshakable Abyss Orb Fleeting Abyss Orb Lethal Abyss OrbGarments
Robust Abyss Orb Mystic Abyss Orb Infallible Abyss OrbFootgear
Convergent Abyss Orb Absolute Abyss Orb Fast Abyss Orb Relentless Abyss Orb Regicide Abyss OrbUpper Headgear

Perpetual Orbs

The Perpetual Orbs are powerful items that grant exclusive, progressive bonuses when attached to Perpetual Hats. These orbs are obtained exclusively through the item goldenorb.png Golden Mystic Orb, which is the key to unlocking the orbs' potential.

How to Get It

  • Poring Roulette NPC: Available in the Jackpot category with a 1% chance.
Golden Mystic Fragment fragmentodourado.png
* You need 5 Golden Mystic Fragments + 1 Abyssalite to forge a Golden Mystic Orb at the Traveling Blacksmith NPC. * The Fragment can be obtained through the Season Three Sealed Battle Pass. * Temporal Dungeon MVPs drop Golden Mystic Fragments. See the full list.
Golden Mystic Orb orbdescript.png
The Enchantress Rebeca NPC is in charge of using Golden Mystic Orbs to grant progressive enchantments to Perpetual Hats, according to the levels listed in the table below. Each upgrade requires one orb to advance one level in the progress. Note: The Perpetual Orb bonuses only take effect once the Perpetual Hat is refined to +9 or higher. This applies to all of the orb's effects: both the per-level increments (I to IX) and the Additional Bonus of Orb X. With the hat below +9, the orb grants no bonus at all.
Compatible Perpetual HatOrb NameIncrement per Level (I - IX)Additional Bonus (Orb X)
20000.pngorbp.png Celestial Orb
  • I: After-cast delay -2%
  • II: After-cast delay -4%
  • III: After-cast delay -6%
  • IV: After-cast delay -8%
  • V: After-cast delay -10%
  • VI: After-cast delay -12%
  • VII: After-cast delay -14%
  • VIII: After-cast delay -16%
  • IX: After-cast delay -18%
Orb X: After-cast delay -20%, ATK +10%, MATK +10%
20001.pngorbp.png Elite Orb
  • I: Ranged and Aerial Attack damage +2%
  • II: Ranged and Aerial Attack damage +4%
  • III: Ranged and Aerial Attack damage +6%
  • IV: Ranged and Aerial Attack damage +8%
  • V: Ranged and Aerial Attack damage +10%
  • VI: Ranged and Aerial Attack damage +12%
  • VII: Ranged and Aerial Attack damage +14%
  • VIII: Ranged and Aerial Attack damage +16%
  • IX: Ranged and Aerial Attack damage +18%
Orb X: Ranged and Aerial Attack damage +25%
20002.pngorbp.png Royal Orb
  • I: Storm Gust and Meteor Storm damage +2%
  • II: Storm Gust and Meteor Storm damage +4%
  • III: Storm Gust and Meteor Storm damage +6%
  • IV: Storm Gust and Meteor Storm damage +8%
  • V: Storm Gust and Meteor Storm damage +10%
  • VI: Storm Gust and Meteor Storm damage +12%
  • VII: Storm Gust and Meteor Storm damage +14%
  • VIII: Storm Gust and Meteor Storm damage +16%
  • IX: Storm Gust and Meteor Storm damage +18%
Orb X: Storm Gust and Meteor Storm damage +30%
20003.pngorbp.png Abyssal Orb
  • I: Sacred Cross damage +2%
  • II: Sacred Cross damage +4%
  • III: Sacred Cross damage +6%
  • IV: Sacred Cross damage +8%
  • V: Sacred Cross damage +10%
  • VI: Sacred Cross damage +12%
  • VII: Sacred Cross damage +14%
  • VIII: Sacred Cross damage +16%
  • IX: Sacred Cross damage +18%
Orb X: Sacred Cross damage +30%
20004.pngorbp.png Majestic Orb
  • I: Physical Damage +2%
  • II: Physical Damage +4%
  • III: Physical Damage +6%
  • IV: Physical Damage +8%
  • V: Physical Damage +10%
  • VI: Physical Damage +12%
  • VII: Physical Damage +14%
  • VIII: Physical Damage +16%
  • IX: Physical Damage +18%
Orb X: Physical Damage +30%
20005.pngorbp.png Formal Orb
  • I: Combo and Occult Impaction damage +3%
  • II: Combo and Occult Impaction damage +6%
  • III: Combo and Occult Impaction damage +9%
  • IV: Combo and Occult Impaction damage +12%
  • V: Combo and Occult Impaction damage +15%
  • VI: Combo and Occult Impaction damage +18%
  • VII: Combo and Occult Impaction damage +21%
  • VIII: Combo and Occult Impaction damage +24%
  • IX: Combo and Occult Impaction damage +27%
Orb X: Combo and Occult Impaction damage +40%
20006.pngorbp.png Arcane Orb
  • I: After-cast delay -2%
  • II: After-cast delay -4%
  • III: After-cast delay -6%
  • IV: After-cast delay -8%
  • V: After-cast delay -10%
  • VI: After-cast delay -12%
  • VII: After-cast delay -14%
  • VIII: After-cast delay -16%
  • IX: After-cast delay -18%
Orb X: After-cast delay -20%, INT +10
20007.pngorbp.png Imperial Orb
  • I: Guillotine Fist damage +2%
  • II: Guillotine Fist damage +4%
  • III: Guillotine Fist damage +6%
  • IV: Guillotine Fist damage +8%
  • V: Guillotine Fist damage +10%
  • VI: Guillotine Fist damage +12%
  • VII: Guillotine Fist damage +14%
  • VIII: Guillotine Fist damage +16%
  • IX: Guillotine Fist damage +18%
Orb X: Guillotine Fist damage +30%
20010.pngorbp.png Whispering Orb
  • I: Back Stab and Raid damage +2%
  • II: Back Stab and Raid damage +4%
  • III: Back Stab and Raid damage +6%
  • IV: Back Stab and Raid damage +8%
  • V: Back Stab and Raid damage +10%
  • VI: Back Stab and Raid damage +12%
  • VII: Back Stab and Raid damage +14%
  • VIII: Back Stab and Raid damage +16%
  • IX: Back Stab and Raid damage +18%
Orb X: Back Stab and Raid damage +30%
20011.pngorbp.png Adorned Orb
  • I: Explosive Mammonite damage +2%
  • II: Explosive Mammonite damage +4%
  • III: Explosive Mammonite damage +6%
  • IV: Explosive Mammonite damage +8%
  • V: Explosive Mammonite damage +10%
  • VI: Explosive Mammonite damage +12%
  • VII: Explosive Mammonite damage +14%
  • VIII: Explosive Mammonite damage +16%
  • IX: Explosive Mammonite damage +18%
Orb X: Explosive Mammonite damage +30%
20012.pngorbp.png Angelic Orb
  • I: Chance to trigger Assumptio when using Heal +2%
  • II: Chance to trigger Assumptio when using Heal +4%
  • III: Chance to trigger Assumptio when using Heal +6%
  • IV: Chance to trigger Assumptio when using Heal +8%
  • V: Chance to trigger Assumptio when using Heal +10%
  • VI: Chance to trigger Assumptio when using Heal +12%
  • VII: Chance to trigger Assumptio when using Heal +14%
  • VIII: Chance to trigger Assumptio when using Heal +16%
  • IX: Chance to trigger Assumptio when using Heal +18%
Orb X: Chance to trigger Assumptio when using Heal +20%, Max HP +20%
20013.pngorbp.png Demonic Orb
  • I: Heal and Corrupted Heal damage +4%
  • II: Heal and Corrupted Heal damage +8%
  • III: Heal and Corrupted Heal damage +12%
  • IV: Heal and Corrupted Heal damage +16%
  • V: Heal and Corrupted Heal damage +20%
  • VI: Heal and Corrupted Heal damage +24%
  • VII: Heal and Corrupted Heal damage +28%
  • VIII: Heal and Corrupted Heal damage +32%
  • IX: Heal and Corrupted Heal damage +36%
Orb X: Heal and Corrupted Heal damage +40%, Healing effectiveness +30%
20014.pngorbp.png Illusory Orb
  • I: Ignores 2% of the target's MDEF
  • II: Ignores 4% of the target's MDEF
  • III: Ignores 6% of the target's MDEF
  • IV: Ignores 8% of the target's MDEF
  • V: Ignores 10% of the target's MDEF
  • VI: Ignores 12% of the target's MDEF
  • VII: Ignores 14% of the target's MDEF
  • VIII: Ignores 16% of the target's MDEF
  • IX: Ignores 18% of the target's MDEF
Orb X: Ignores 30% of the target's MDEF
20016.pngorbp.png Assassin Orb
  • I: Critical damage +2%
  • II: Critical damage +4%
  • III: Critical damage +6%
  • IV: Critical damage +8%
  • V: Critical damage +10%
  • VI: Critical damage +12%
  • VII: Critical damage +14%
  • VIII: Critical damage +16%
  • IX: Critical damage +18%
Orb X: Critical damage +30%
20017.pngorbp.png Orb of Destiny
  • I: Slinging Arrow (Throw Arrow) damage +2%
  • II: Slinging Arrow (Throw Arrow) damage +4%
  • III: Slinging Arrow (Throw Arrow) damage +6%
  • IV: Slinging Arrow (Throw Arrow) damage +8%
  • V: Slinging Arrow (Throw Arrow) damage +10%
  • VI: Slinging Arrow (Throw Arrow) damage +12%
  • VII: Slinging Arrow (Throw Arrow) damage +14%
  • VIII: Slinging Arrow (Throw Arrow) damage +16%
  • IX: Slinging Arrow (Throw Arrow) damage +18%
Orb X: Slinging Arrow (Throw Arrow) damage +30%, AGI +10
20018.pngorbp.png Serenade Orb
  • I: Melody Strike (Musical Strike) damage +2%
  • II: Melody Strike (Musical Strike) damage +4%
  • III: Melody Strike (Musical Strike) damage +6%
  • IV: Melody Strike (Musical Strike) damage +8%
  • V: Melody Strike (Musical Strike) damage +10%
  • VI: Melody Strike (Musical Strike) damage +12%
  • VII: Melody Strike (Musical Strike) damage +14%
  • VIII: Melody Strike (Musical Strike) damage +16%
  • IX: Melody Strike (Musical Strike) damage +18%
Orb X: Melody Strike (Musical Strike) damage +30%, INT +10
20019.pngorbp.png Acid Orb
  • I: Acid Terror damage +2%
  • II: Acid Terror damage +4%
  • III: Acid Terror damage +6%
  • IV: Acid Terror damage +8%
  • V: Acid Terror damage +10%
  • VI: Acid Terror damage +12%
  • VII: Acid Terror damage +14%
  • VIII: Acid Terror damage +16%
  • IX: Acid Terror damage +18%
Orb X: Acid Terror damage +30%
20020.pngorbp.png Usurper Orb
  • I: Transcendent Skill damage +2%
  • II: Transcendent Skill damage +4%
  • III: Transcendent Skill damage +6%
  • IV: Transcendent Skill damage +8%
  • V: Transcendent Skill damage +10%
  • VI: Transcendent Skill damage +12%
  • VII: Transcendent Skill damage +14%
  • VIII: Transcendent Skill damage +16%
  • IX: Transcendent Skill damage +18%
Orb X: Transcendent Skill damage +30%