Enchanted Weapons
Complete guide to the enchantment system: requirements, characteristics, gold costs, level progression, and the best zones to level up.
Enchanted Weapons
Weapon enchantment is Eternum Online’s most important endgame progression system. It awakens hidden power in your level 50 weapon, levels it up by killing monsters, and lets you customize it with up to two characteristics that permanently modify your character while equipped.
The Enchanter is only available in Nix (map 34). The weapon must be in your inventory (not equipped) to enchant it or upgrade its stats.
Requirements to Enchant
To enchant a weapon you need all of the following:
- It must be a weapon, not a shield or other item.
- It must be level 50 or higher.
- It must not already be enchanted.
- You must have exactly one unit in that inventory slot (no stacks).
- You must have 200,000 gold.
When enchanted, the weapon is registered as enchanted with level 0, 0% experience, kill and death counters, and the name of the character who enchanted it.
Enchantable Weapons
Currently there are only 4 level 50 weapons in the game, one per main combat line:
| Weapon | Classes | How to obtain |
|---|---|---|
| Paladin, Warrior | Blacksmith forge (level 45, skill 190) | |
| Assassin | Blacksmith forge (level 40, skill 170) | |
| Archer | Carpenter craft (level 35, skill 190) | |
| Mage, Priest | Tailor craft (level 45, skill 190) |
Lower-level bows, dragon swords, and other strong weapons cannot be enchanted: the requirement is level 50 or higher on the base item.
How Progression Works
Enchantment Level (0 → 10)
- An enchanted weapon can reach level 10.
- It gains experience only while equipped and you kill monsters (or receive your group share).
- Enchantment EXP is always gained, even if you are max level or the monster would not grant character EXP due to the +5 rule.
- Active EXP boosts (boosts or scrolls purchased with EOCoins) also increase the EXP your enchanted weapon receives.
- The experience needed to level up the weapon is roughly similar to what a character needs from level 45 onward, and grows exponentially with each level.
| Level | EXP required | Important milestone |
|---|---|---|
| 0 → 1 | ~1,837,000 | Unlock 1st characteristic |
| 1 → 2 | ~2,296,000 | More rolls available |
| 2 → 3 | ~2,870,000 | More rolls available |
| 3 → 4 | ~3,587,000 | Unlock 2nd characteristic |
| 4 → 5 | ~4,484,000 | More rolls available |
| 5 → 6 | ~5,605,000 | Rolls now cost 150,000 gold |
| 6 → 7 | ~7,006,000 | More rolls available |
| 7 → 8 | ~8,758,000 | More rolls available |
| 8 → 9 | ~10,948,000 | More rolls available |
| 9 → 10 | ~13,685,000 | Max level — no more EXP |
Total accumulated from 0 to 10: ~61 million enchantment EXP.
Quick Farming Reference (Infernal Demon)
The Infernal Demon (level 59, ~159,737 EXP) is the most efficient monster. With no active boosts, it grants that enchantment EXP per kill:
| Goal | Approx. kills (Infernal Demon only) |
|---|---|
| Level 0 → 1 (1st stat) | ~12 kills |
| Level 0 → 3 (2nd stat) | ~44 kills |
| Level 0 → 10 (max) | ~383 kills |
With Devastators (level 50, much easier but less EXP) you would need ~2,700 kills for level 10. The gap is huge: switch to demons as soon as you can survive them.
The Seven Characteristics
When unlocking a slot (level 1 and level 3), the game offers 2 random options from the 7 characteristics you do not already have. You pick one.
| ID | Characteristic | Effect |
|---|---|---|
| 1 | Total damage | +% to final physical and magical damage |
| 2 | Life steal | % of damage dealt returned as healing |
| 3 | Defense | +% to armor and magic resistance |
| 4 | Max health | +% to max HP (and heals the difference on equip) |
| 5 | Damage dodge | Additional chance to dodge attacks |
| 6 | CC dodge | Additional chance to resist paralysis and crowd control |
| 7 | Mana reduction | Reduces mana cost of your spells |
Each characteristic has a 35% ceiling, but that is not easy to reach. Each upgrade roll increases the stat randomly within a range — getting close to the maximum takes a lot of luck. Two weapons with the same number of rolls can end up very different — one may clearly outperform another even with the same investment.
How Damage and Defense Interact
Final damage (physical and magical) is modified with an additive formula:
Multiplier = 1 + your damage % − opponent’s defense %
If both players have 20% enchanted damage and 20% enchanted defense, they cancel out. In PvP, stacking damage alone is not enough — the opponent’s enchanted defense subtracts directly.
Upgrading Characteristics (Gold Rolls)
Once you choose a characteristic, you can spend gold to roll upgrades on it:
- 100,000 gold per roll if the enchantment is level 0–4.
- 150,000 gold per roll if the enchantment is level 5–9.
Roll rules:
- Each characteristic can receive a maximum of 20 individual rolls (or until hitting the 35% cap).
- Total rolls across all your characteristics cannot exceed
enchantment level × 4.- Level 1 → 4 rolls total
- Level 3 → 12 rolls total
- Level 5 → 20 rolls total
- Level 10 → 40 rolls total
Gold Investment Strategy
- Do not roll gold until level 1 — without a chosen characteristic, it is pointless.
- Prioritize reaching level 3 before spending heavily on the first stat, so you can see your second option.
- Focus rolls on a single characteristic for a power spike, or spread them for a balanced build — remember the final result depends on luck.
- From enchantment level 5 onward rolls cost 50% more: if possible, spend most of your budget before crossing that threshold.
Minimum cost to enchant only (no rolls): 200,000 gold. Twenty rolls at 100,000 gold each adds 2,000,000 more — gold matters as much as farming.
Where to Level Up the Enchantment
Best zone: Infernal Forest (maps 53–56)
Maps 53, 54, 55, and 56 of the Infernal Forest concentrate the highest-EXP monsters. This area was designed for this content since update 2.4.0. Veril maps (71, 72, 73, and 74) are also a solid choice: somewhat slower, but safer thanks to lower-level monsters and usually less crowded.
| Monster | Level | Enchant EXP per kill | Notes |
|---|---|---|---|
| Infernal Demon | 59 | ~159,700 | Best option. Always prioritize |
| Demon | 55 | ~78,000 | Good alternative if infernals are camped |
| Chaos Warrior | 52 | ~30,500 | Good middle ground between Devastator and Demon |
| Devastator | 50 | ~22,900 | Safer, much slower |
| Furious Murto | 50 | ~19,400 | Acceptable, worse than Devastator |
Esperanza (map 57) is the adjacent safe city: bank, priest, blacksmith, and teleporter, but no monsters. Farm in 53–56 and return to 57 to deposit or heal.
Farming Tips
- Keep the weapon equipped while farming; in inventory it gains no EXP.
- In a group, enchantment EXP is shared according to the group percentage (same as normal EXP).
- If you have an active EXP boost or scroll, the weapon benefits the same as your character.
- If you are level 60+, this is your main PvE progression: you keep advancing even when your character no longer levels up.
Other Zones
Outside these zones you can still level the weapon, but less efficiently. Pole or the Dragon Cave have decent monsters, but none match Infernal Demon EXP per minute. Save those areas mainly for materials or gold.
Identification and Weapon Protection
Enchanted weapons are unique items:
- They emit a purple sparkle in inventory, bank, trade, or on the ground.
- They show a glow on the character based on their most developed characteristic (not visible to enemies while invisible).
- They do not stack with other copies of the same weapon.
- Double-click or long-press shows enchantment details (level, stats, kills, deaths, enchanter).
- They have a lower break chance on death. Base is 10% break chance; each enchantment level reduces an additional 0.5% (level 10 → 5% break chance).
- If it breaks on death, it is completely destroyed and appears as trash on the ground — you lose both the weapon and the enchantment.
Kill and Death Counters
- Kills: only increase when you kill a player on an unsafe map (no safe player or item zone) with the weapon equipped.
- Deaths: increase when you die with the enchanted weapon equipped.
These are cosmetic trophies on the weapon, not stat modifiers.
Full Step-by-Step Flow
- Craft or obtain your level 50 weapon.
- Go to the Enchanter in Nix with 200,000 gold and the weapon in inventory.
- Enchant the weapon.
- Equip it and farm the Infernal Forest until level 1.
- Unequip it, choose your first characteristic from the 2 random options.
- Keep farming until level 3 and choose the second.
- Invest gold in rolls based on your budget and enchantment level.
- Keep farming until level 10.
- Keep spending gold until you exhaust available rolls or get as close as possible to each stat’s cap.
Cost Summary
| Action | Cost |
|---|---|
| Enchant weapon | 200,000 gold |
| Upgrade roll (enchant level 0–4) | 100,000 gold |
| Upgrade roll (enchant level 5–9) | 150,000 gold |
| Farm 0 → 10 (kills only, Infernal Demon) | ~383 kills |
| Farm 0 → 10 (total EXP) | ~61M enchantment EXP |
Enchantment is a long-term investment: gold, farming time, build decisions, and a fair bit of luck. A level 10 weapon with two well-rolled characteristics can make the difference in both high-level PvE and competitive PvP.