Abyss Enchants
Abyss Enchants

The rest of the weapon's power comes from an Enchant engraved by the Abyss Lapidary, in the lobby (bossnia_in 45,26). Each attempt costs 1 Golden Mystic Fragment, 1 Crystal of Sin and 3 Cursed Steel.
Every Cheffenia weapon has three slots. The first two are yours, for cards, and the third is reserved for the Enchant: it's what separates a good weapon from an end-game one. The engraving is repeatable, and what you get is rolled within the branch you choose.
How it works
- 🔹 Only on a Cheffenia weapon, and only from refine +9 onward.
- 🔹 The Enchant takes up the 3rd slot. The first two remain free for cards.
- 🔹 The
Golden Mystic Fragment comes from
30 Golden Mystic Granules at the Lapidary itself, and the
Crystal of Sin from 10
Shards of Sin. The
Cursed Steel drops straight from the arena's MVPs. - 🔹 You choose the branch, Physical or Magical. What comes up within the branch is randomized.
- 🔹 You can lock in a good result and reroll freely. Reverting to the locked result costs 3 Golden Mystic Fragments, and the lock only applies to that weapon.
- 🔹 If the 3rd slot has a card in it, the Lapidary won't work on it: she only accepts a free slot, or one with another Enchant.
Odds
Each tier has its own color, the same one you see in the game. It repeats below, at the start of each block.
| Tier | Drop chance | How many enchants |
|---|---|---|
| Common | 73% | 13 |
| Uncommon | 15% | 13 |
| Rare | 10% | 6 |
| Mythic | 1% | 9 |
| Mastery | 0.67% | you choose the strike |
| Supreme Mastery | 0.33% | you choose the strike |
In the Mastery and Supreme Mastery tiers, the roll only decides the rarity: you choose the strike, among the ones your weapon accepts. Changing the strike later costs 3 Abyssalite at the Lapidary.
What can drop
The values below apply to both branches. In the Physical branch the bonus is physical damage; in the Magical branch, magic damage.
Common (73%)
A race or a size, at +15%. It's the most frequent outcome: you always get something usable, and the target decides whether it's useful for your hunt.
| Enchant | Effect |
|---|---|
| vs. Formless +15% | |
| vs. Undead +15% | |
| vs. Brute +15% | |
| vs. Plant +15% | |
| vs. Insect +15% | |
| vs. Fish +15% | |
| vs. Demon +15% | |
| vs. Demi-Human +15% | |
| vs. Angel +15% | |
| vs. Dragon +15% | |
| vs. Small +15% | |
| vs. Medium +15% | |
| vs. Large +15% |
Uncommon (15%)
The same 13 targets as Common, at +30%.
| Enchant | Effect |
|---|---|
| vs. Formless +30% | |
| vs. Undead +30% | |
| vs. Brute +30% | |
| vs. Plant +30% | |
| vs. Insect +30% | |
| vs. Fish +30% | |
| vs. Demon +30% | |
| vs. Demi-Human +30% | |
| vs. Angel +30% | |
| vs. Dragon +30% | |
| vs. Small +30% | |
| vs. Medium +30% | |
| vs. Large +30% |
Rare (10%)
This is where general damage, cooldown enchants (which come with damage attached), and the first dual-target ones show up.
| Enchant | Effect |
|---|---|
| vs. Brute +20%, vs. Medium +20% | |
| vs. Demon +20%, vs. Large +20% | |
| vs. Demi-Human +20%, vs. Medium +20% | |
| vs. Undead +20%, vs. Large +20% | |
| General Damage +15% | |
| Cooldown -10%, General Damage +10% |
Mythic (1%)
Two effects at once, the ceiling of the system.
| Enchant | Effect |
|---|---|
| vs. Brute +35%, vs. Medium +35% | |
| vs. Demon +35%, vs. Large +35% | |
| vs. Dragon +35%, vs. Large +35% | |
| vs. Demi-Human +35%, vs. Medium +35% | |
| vs. Demi-Human +35%, Cooldown -10% | |
| vs. Undead +35%, vs. Large +35% | |
| vs. Large +35%, General Damage +12% | |
| vs. Medium +35%, General Damage +12% | |
| General Damage +25%, Cooldown -15% |
Mastery (0,67%)
Damage on one skill from your class. The roll only decides the rarity: you choose the skill, among the ones your weapon accepts. Changing it later costs 3 Abyssalite.
- 🔹 The Elemental Rifts Enchant covers all four Rifts at once (Solar Rift, Glacial Rift, Cyclonic Rift and Tectonic Rift), not one at a time. It applies to both tiers, Mastery and Supreme Mastery.
- ⚠️ All four Rifts use the Malgrimoire and get the bonus together from the same Enchant.
| Soul | Skill | Weapon | Damage |
|---|---|---|---|
| +55% | |||
| +55% | |||
| +55% | |||
| +55% | |||
| +50% | |||
| +50% | |||
| +45% | |||
| +50% | |||
| +60% | |||
| +45% | |||
| +75% | |||
| +40% | |||
| +50% | |||
| +55% | |||
| +55% | |||
| +55% | |||
| +55% | |||
| +65% | |||
| +65% | |||
| +50% | |||
| +65% | |||
| +65% | |||
| +65% | |||
| +65% | |||
| +55% | |||
| +65% | |||
| +65% | |||
| +55% | |||
| +75% | |||
| +65% | |||
| +65% | |||
| +65% | |||
| +55% | |||
| +45% | |||
| +55% |
Supreme Mastery (0,33%)
The same skill as Mastery, with a second effect on top. The skill hits harder than at Mastery, and the second effect is fixed per skill, not rolled.
| Soul | Skill | Damage | Second effect |
|---|---|---|---|
| +70% | Physical damage from all sources +15% | ||
| +70% | Physical damage from all sources +15% | ||
| +70% | Physical damage from all sources +15% | ||
| +70% | Physical damage from all sources +15% | ||
| +65% | Bowling Bash cast time -20% | ||
| +65% | Physical damage from all sources +15% | ||
| +60% | Physical damage from all sources +15% | ||
| +65% | Physical damage from all sources +15% | ||
| +75% | After-skill delay -8% | ||
| +60% | After-skill delay -8% | ||
| +90% | Physical damage from all sources +15% | ||
| +55% | Physical damage from all sources +15% | ||
| +65% | After-skill delay -8% | ||
| +70% | Magic damage from all sources +15% | ||
| +70% | Magic damage from all sources +15% | ||
| +70% | Magic damage from all sources +15% | ||
| +70% | Magic damage from all sources +15% | ||
| +80% | Magic damage from all sources +15% | ||
| +80% | Magic damage from all sources +15% | ||
| +65% | After-skill delay -8% | ||
| +80% | Magic damage from all sources +15% | ||
| +80% | Magic damage from all sources +15% | ||
| +80% | Magic damage from all sources +15% | ||
| +80% | Magic damage from all sources +15% | ||
| +70% | Magic damage from all sources +15% | ||
| +80% | Physical damage from all sources +15% | ||
| +80% | Physical damage from all sources +15% | ||
| +70% | Physical damage from all sources +15% | ||
| +90% | After-skill delay -8% | ||
| +80% | After-skill delay -8% | ||
| +80% | Magic damage from all sources +15% | ||
| +80% | After-skill delay -8% | ||
| +70% | Physical damage from all sources +15% | ||
| +60% | After-skill delay -8% | ||
| +70% | After-skill delay -8% |
Where to get the weapon and the material
The 17 Abyss weapons are bought from the Merchant in Cheffenia, and the Enchant material drops from the MVPs there. On the Cheffenia page you can see how to get in, each weapon's base bonus, and what each boss drops.
- 🔹 Refining the weapon to +9 is what unlocks the Enchant slot. The weapon gains no attribute from refining.
- 🔹 Each of the 17 weapons' base bonus, the Merchant's price, and what each MVP drops are on the Cheffenia page.
