Ominous Enchantment
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Episode 3
Enchantress Rebeca engraves an Ominous Charm on your Perpetual Hat. There are six families, from level 1 to 10, paid for with what drops from the nightmares of the Nightmare Biolab.
She is in Prontera: /navi prontera 61/75. In her menu, the option is Ominous Enchantment.
How it works
- 🔹 Only on a Perpetual Hat, worn and refined +9 or higher.
- 🔹 You choose the family. The charm starts at level 1 and can go up to level 10.
- 🔹 The charm sits in its own slot on the hat. The card and the Perpetual Orb stay where they are.
- 🔹 Each attempt to level up has a chance. If it fails, the charm drops one level. When trying to go from level 1 to 2, it stays at 1.
- 🔹 The material is charged even when it fails. Nothing protects against failure, but the hat and the card are never lost.
- 🔹 If you lack materials, the hat is not worn or it is below +9: Rebeca warns you and nothing is charged.
- 🔹 Below +9 the charm stays engraved on the hat, just without effect.
The hats
All Perpetual Hats accept the charm:
The Awakened Hat
Before the first charm, Rebeca asks for
one piece of everything from the Biolab. It is a single delivery,
once per character, and the items are consumed.
- 🔹 One Soul from each line: Swordman, Merchant, Thief, Mage, Archer and Acolyte.
- 🔹 All of this drops from the monsters of the Nightmare Biolab.
Cost and chance
| Level | Chance | Cursed Fragment | Abyssalite Fragment | Golden Mystic Fragment | Golden Mystic Orb | Souls |
|---|
| 1 (enchant) | always | 20 | 1 | 1 | - | - |
| 2 | 70% | 20 | 1 | 1 | - | - |
| 3 | 50% | 40 | 2 | 2 | - | - |
| 4 | 35% | 50 | 3 | 3 | - | 1 |
| 5 | 25% | 70 | 4 | 4 | - | 1 |
| 6 | 18% | 100 | 5 | - | 1 | 2 |
| 7 | 13% | 150 | 8 | 2 | 1 | 2 |
| 8 | 9% | 250 | 13 | 4 | 1 | 3 |
| 9 | 6% | 500 | 25 | - | 2 | 4 |
| 10 | 4% | 1,000 | 50 | 3 | 2 | 5
|
- 🔹 The cost in each row is that of each attempt to reach that level, and all of it is charged even when it fails.
- 🔹 From level 4 on, each attempt also costs Souls, of any class (the same six of the Awakened Hat). The Souls you have the most of go first. Without enough Souls, Rebeca warns you and nothing is charged.
- 🔹 Changing family: 1
Sentimental Fragment and 1
Abyssalite Fragment. It costs no Golden Mystic Fragment or Orb, it cannot fail, and the charm goes back to level 1 of the new family.
Efficacy by refine
| Hat refine | Efficacy |
|---|
| +9 | 70% |
| +10 | 80% |
| +11 | 90% |
| +12 or higher | 100% |
| below +9 | no effect
|
The values in the tables below are the
100% ones, the same as in the charm's in-game description. Below +12, every value and the special's chance are multiplied by the efficacy, rounded down. Example: Impetus level 6 gives physical damage +25% on a +12 hat and +17% on a +9 hat.
The six families
From
level 6, every family gains a
special effect with a chance to trigger.
Impetus
Physical damage and melee damage.
| Level | Physical damage against all targets | Melee damage | Special |
|---|
| 1 | +4% | +1% | - |
| 2 | +8% | +2% | - |
| 3 | +11% | +4% | - |
| 4 | +15% | +5% | - |
| 5 | +20% | +6% | - |
| 6 | +25% | +8% | 3% |
| 7 | +33% | +10% | 4.3% |
| 8 | +40% | +13% | 5.5% |
| 9 | +50% | +16% | 6.8% |
| 10 | +60% | +20% | 8%
|
Special: Chance, on a melee hit, to ignore 50% of the targets' DEF for 5 seconds.
Magic Essence
MATK and DEX for faster casting.
| Level | MATK | DEX only when casting | Special |
|---|
| 1 | +5% | +3 | - |
| 2 | +9% | +6 | - |
| 3 | +14% | +9 | - |
| 4 | +18% | +12 | - |
| 5 | +24% | +16 | - |
| 6 | +30% | +20 | 3% |
| 7 | +39% | +26 | 4.3% |
| 8 | +48% | +32 | 5.5% |
| 9 | +60% | +40 | 6.8% |
| 10 | +75% | +50 | 8%
|
Special: Chance for a targeted spell to be cast again, without casting, at the level you have in it. Applies to:
Napalm beat,
Soul Strike,
Cold Bolt,
Frost diver,
Fireball,
Firebolt,
Lightening Bolt,
Jupitel Thunder,
Earth Spike,
Waterball,
Holy Light and
Napalm Vulcan.
The DEX in the second column only counts when calculating cast time.
Sharpness
Critical damage and Critical.
| Level | Critical damage | Critical | Special |
|---|
| 1 | +8% | +2 | - |
| 2 | +15% | +5 | - |
| 3 | +23% | +7 | - |
| 4 | +30% | +9 | - |
| 5 | +40% | +12 | - |
| 6 | +50% | +15 | 5% |
| 7 | +65% | +20 | 7.5% |
| 8 | +80% | +24 | 10% |
| 9 | +100% | +30 | 12.5% |
| 10 | +125% | +35 | 15%
|
Special: Chance for a critical hit to deal +30% damage on that hit.
Master Archer
Physical damage, ranged damage and Critical.
| Level | Physical damage against all targets | Ranged damage | Critical | Special |
|---|
| 1 | +3% | +3% | +2 | - |
| 2 | +6% | +6% | +3 | - |
| 3 | +9% | +9% | +5 | - |
| 4 | +12% | +12% | +6 | - |
| 5 | +16% | +16% | +8 | - |
| 6 | +20% | +20% | +10 | 5% |
| 7 | +26% | +26% | +13 | 7.5% |
| 8 | +32% | +32% | +16 | 10% |
| 9 | +40% | +40% | +20 | 12.5% |
| 10 | +50% | +50% | +25 | 15%
|
Special: Chance for
Double Strafe(Double strafing),
Melody Strike (Musical Strike) and
Slinging Arrow (Throw Arrow) to fire again.
Adamantine
Max HP and DEF.
| Level | Max HP | DEF | Special |
|---|
| 1 | +5% | +2 | - |
| 2 | +9% | +3 | - |
| 3 | +14% | +5 | - |
| 4 | +18% | +6 | - |
| 5 | +24% | +8 | - |
| 6 | +30% | +10 | 4% |
| 7 | +39% | +14 | 6% |
| 8 | +48% | +18 | 8% |
| 9 | +60% | +24 | 10% |
| 10 | +75% | +30 | 12%
|
Special: Chance, when taking damage, to reduce all damage received by 30% for 3 seconds.
Affection
Healing, lower SP consumption and magic damage that grows with healing.
| Level | Healing | SP Consumption | Damage of Magnus Exorcismus, Holy Light and Corrupted Heal (cap) | Special |
|---|
| 1 | +8% | -2% | +4% | - |
| 2 | +17% | -3% | +8% | - |
| 3 | +25% | -5% | +11% | - |
| 4 | +33% | -6% | +15% | - |
| 5 | +44% | -8% | +20% | - |
| 6 | +55% | -10% | +25% | 10% |
| 7 | +72% | -13% | +33% | 15% |
| 8 | +88% | -16% | +40% | 20% |
| 9 | +110% | -20% | +50% | 25% |
| 10 | +135% | -25% | +62% | 30%
|
Special: Chance for
Heal cast on an ally to also heal the allies around them (5x5 area).
The damage column is the cap: the damage of these spells rises 1% for every 2% of additional Healing the character has, up to that value.