Skill enchanting: requirements, routes and what happens on failure

After the third class change the skills themselves can be improved: more power, a shorter reuse, a lower cost or a better chance. This page explains who may enchant skills, what it costs, which book is needed and how to lose as little as possible when an attempt fails.

Requirements

How it is done

In this chronicle skills are enchanted in the skill window: the button at its bottom opens the enchant panel, where you drop a skill and see the routes, the price and the chance. An attempt costs SP and adena. Skills of the second class go up to +30, skills of the third class up to +15.

Four books, four kinds of attempt

What to keep in mind

More guides

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