Enchanting
Enchant cards, success chances, fees and protecting your items.
How enchanting works
Enchant at the Laboratory in Bygeniou City or Arlington City (the Option Machine works too). Put the item and the enchant card in the window and confirm. Each successful enchant adds the card’s bonus once more - +10 with Attack cards is +30% attack.
- You can enchant weapons, armor, engines, radars and accessories.
- Legend and Unique items can’t be enchanted. Not possible in the Arena.
- The card must fit the item: Standard cards for primary weapons, Advanced cards for missiles, bundles and mines, plus Armor, Engine, Radar and Attachment cards.
- You can mix card types on one item - the chance depends only on how many enchants the item already has.
- Each attempt uses up the card and costs an SPI fee - on success and on failure.
Success chances
| Item / card | +1 to +16 | +17 | +18 | Maximum |
|---|---|---|---|---|
| Weapons and armor | 100% | 50% | 0.02% (1 in 5,000) | +18 |
| Hyper cards | only from +10: +11 to +16 at 100% | 50% | 0.02% | +18 |
| Engines, radars, accessories | +1 50% · +2 40% · +3 30% · +4 20% | - | - | +4 (+5 at 0.02%) |
Swift Enchant cards take an item from below +10 straight to +10 in one go (existing enchants must be of the same type).
Failure and protection
NOTEIf an enchant fails, the item is destroyed - unless you protect it. Weapons and armor are risk-free up to +16; engines, radars and accessories can fail from +1.
| Card | Effect |
|---|---|
| Enchant Item Protect Card | Usable from +5. On failure the item survives and drops back to +5. |
| Hyper Enchant Item Protect Card | Usable from +10. On failure the item survives and drops back to +10. |
| Enchant Chance card (+3% to +25%) | Raises the chance relatively: +25% turns the 50% step into about 62.5%. No effect on the 0.02% step. |
| Enchant Reset Card | Removes all enchants (back to +0). Always works. |
- Protect cards don’t work on engines, radars and accessories - a failed enchant there always destroys the item.
- On a 100% step protect and chance cards are not used up.
TIPWeapons and armor are safe until +16: save your Protect Cards for the +17 attempt.
What each card gives
| Card | Per enchant | SPI fee |
|---|---|---|
| Standard / Advanced Attack | +3% attack | 2,000 |
| Hyper Attack | +6% attack | 10,000 |
| Quick Fire | -2% reattack time (Hyper -3%) | 2,800 |
| Accuracy | +2.75% accuracy (Hyper +5.49%) | 1,400 |
| Pierce | +2 pierce (Hyper +4) | 2,000 |
| Range | +3% range | 1,000 |
| Weight | -5% weight | 200 |
| Time / Overheating | +3% overheat time / -3% overheat recovery | 600 / 800 |
| Advanced Explosion | +5 explosion radius | 1,400 |
| Advanced Speed | +6% warhead speed | 2,000 |
| Energy | +200 energy (Hyper +400) | 2,800 |
| Energy/Shield | +100 energy and +100 shield (Hyper +200/+200) | 2,800 |
| Gear Shield | +150 shield (Hyper +300) | 2,800 |
| Armor Defense / Evasion | +1.18% (Hyper +2.75%) | 2,800 |
| Engine cards | Speed +2, booster time +1, turning, or -1 required level | 5,000 |
| Radar cards | Detection +10 or aim range +2% | 5,000 |
Where to get cards
- Card Shop (SPI): Attack, Quick Fire, Accuracy, Energy, Energy/Shield and gear Shield cards (200,000), Weight (10,000), Time (30,000), Overheating (40,000), Explosion (70,000).
- [Point Shop](guide:war-points#point-shop) (WP): Hyper Attack, Pierce, Defense and Evasion cards (2,000 WP); engine, radar and Advanced Speed cards (500 WP).
- Monsters: normal cards drop widely from level 22 to 110; Hyper, engine and radar cards are rarer; Enchant Chance +25% and Enchant Reset from a few high-level monsters.
- [Infinity Field Supplier](guide:infinity#supplier): Attachment cards.
- Cash Shop (coins): Protect, Hyper Protect and Enchant Reset cards.
- Lucky machines: enchant and chance cards.